No description
Find a file
Parley Hatch 1a712e0c22 feat(deepfall): live 6-agent playtest + playtest-driven fixes
Ran an observed 6-player game with persona AI players (one per
Lineage/Calling) via a Workflow (72 agents): avgFun 7.3/10, 6/6 would
replay, tight 84-82-75 finish. PLAYTEST.md captures the session +
designer's assessment.

Findings the Monte-Carlo bots structurally missed:
- the careful/safe line feels UNFAIR, not just weak (banker finished
  last and resented it) — three human angles confirm the sim's
  Cash-vs-Worthy substitution finding
- humans hit the no-Last-Stand feel-bad 6x where rational bots hit it 0x
- deep-collapses-first geometry confuses newcomers (component fix)

Fixes (re-validated, 1000 seeds): WorthyEnd strategy 46.7 -> 42.5%,
safe lines lifted, 6p margin to 9.5%.
- Desperate Strike: a no-Last-Stand Take salvages 1/3 unbanked loot
- Extraction bonus: +3 glory per crew retired alive
- RULEBOOK: "Maw eats NEXT" indicator as a component rule

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 01:03:35 -06:00
.dev docs(pipeline): iteration-4 QA sweep + strength-0.70 finding 2026-06-15 23:17:55 -06:00
combat feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
deepfall feat(deepfall): live 6-agent playtest + playtest-driven fixes 2026-06-19 01:03:35 -06:00
game-wasm feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
game-web feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
reikhelm-core feat(deepfall): board-game design + balance-by-bot simulator 2026-06-18 22:49:33 -06:00
reikhelm-viz feat(core): water & lava pools (PoolDecorator) + lava lighting 2026-05-31 00:41:48 -06:00
reikhelm-wasm feat(core): room theming — RoomThemer classifier + themed renderer (10th pass) 2026-05-31 17:03:53 -06:00
reikhelm-web fix(render): kill blown highlights + phantom doors (GPU-verified) 2026-06-15 21:57:49 -06:00
tools fix(pipeline): bake strength 0.85→0.70 (kills ceiling blowout) 2026-06-15 23:17:17 -06:00
.gitignore feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
Cargo.lock feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
Cargo.toml feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
README.md feat(combat): deterministic combined-pool combat engine + sim + analysis 2026-06-03 12:13:04 -06:00

reikhelm

A sandbox for game-system experiments. No single end goal — each idea is its own self-contained system, built to learn and to see something cool run. The best ones might get blended into an actual game someday; until then it's just shipping for fun.

How this repo works

  • One experiment per top-level folder. Each is meant to stand on its own.
  • Mix and match freely. When two systems are worth mashing up, write glue code between them. It doesn't have to be pretty.
  • Rust or Python, whatever fits the idea. Rust experiments can be standalone Cargo projects or join the workspace below for easy path-dependency glue.

What's here so far

Procedural dungeon generator (Rust)

A deterministic 2D map generator built from small composable passes over a shared context (BSP → rooms → caves → connect → corridors → doors → pools → pillars → entities). Towns/dungeons are different recipes drawn from one primitive vocabulary (Partitioner / Shaper / Connector / Placer / Decorator).

  • reikhelm-core/ — pure generation library, no rendering deps (the Map struct is the contract; renderers own all art).
  • reikhelm-wasm/wasm-bindgen bridge that compiles core to wasm32.
  • reikhelm-viz/ — original macroquad renderer (frozen — kept, not maintained).

Browser playground & first-person explorer (JS + Canvas)

  • reikhelm-web/ — live procgen playground (reroll / seed / config sliders / per-pass scrubber) in an atmospheric torch-lit style, plus a top-down and a first-person (Eye-of-the-Beholder style) renderer and a walkable explorer.

AI-render → pixel-art pipeline (Python)

  • tools/ — depth map → local diffusion render (Z-Image on the LAN workstation) → FloydSteinberg dither through a 256-color palette → signature pixel art. See tools/README.md.

Combined-pool combat system (Rust + Python)

  • combat/ — a deterministic, headless combat engine built on one combined Vigor pool (HP + mana + stamina merged), so offense literally spends your survival. Sim-first: a pure Rust core (combat-core) + a batch sweep harness (combat-sim) that runs tens of thousands of fights and exports metrics, plus a Python analysis layer that measures "feel" (difficulty curve, fight duration) instead of eyeballing it. Its own Cargo workspace. See combat/README.md.

Building

# Rust workspace (host-native crates)
cargo build            # builds reikhelm-core + reikhelm-viz
cargo test

# Browser playground (wasm)
wasm-pack build reikhelm-wasm --dev --target web \
  --out-dir ../reikhelm-web/pkg --out-name reikhelm_wasm
python3 -m http.server 8011 --directory reikhelm-web

~/.cargo/bin may not be on the non-interactive shell PATH — prepend export PATH="$HOME/.cargo/bin:$PATH" to cargo commands if they're not found.