The pieces finally meet: procgen dungeons + the baked EoB atlas pipeline +
the Vigor combat engine become one game. Three fixed pre-baked floors
(seeds 7 → 69 → 59, 208 frames), monsters/loot/encounters rerolled per run
and composited over the empty scenes; the Ember Sovereign waits at the
bottom.
- game-wasm: run state machine in Rust (manifest nav graph as dungeon
truth, seeded spawning by theme/depth, embedded combat-core Encounter,
vigor/fatigue persistence between fights, rest/potions/relics/flee,
permadeath + victory). 8 native tests incl. a whole-run bot and a
ScriptedPlayer boss-winnability probe used for tuning.
- game-web: no-framework front-end — title/death/victory screens, baked
frames with screen-blend monster portraits, combat overlay (dual vigor
bars, cast telegraphs, cooldown sweeps, floaters), minimap with fog,
all SFX synthesized in WebAudio.
- balance: floor-scaled levels with a hero's edge over trash, no packs on
floor 1, boss tuned by sim sweep (~35%/55% win at skill 50/80).
- campaign atlases now versioned (tools/.gitignore exception); boss
portrait added to the Z-Image roster.
Verified end-to-end in-browser: an autopilot beat the full game through
the real UI (10 fights, 2 flees, Sovereign down), and died plenty before
that.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A real-time consumer of combat-core (the front-end the spec designs for, §14):
pick a foe, manage your single Vigor pool, try not to spend your survival.
- combat-core: a HumanController (input-driven, spec §5) behind a shared intent
cell, plus Encounter::tick_once / drain_events so a wall-clock front-end can
drive the engine a tick at a time (§10). Trivial abilities (difficulty 0, e.g.
auto-attack) no longer fizzle. Engine unchanged otherwise; 48 tests still green.
- combat-wasm: a wasm-bindgen Game bridge — tick-stepping, JSON world state, the
player's ability list, and a flavorful MonsterAI that uses each monster's
signature kit (the wraith curses your ceiling) on a coin-flip so big hits space
into a readable duel. Own workspace member, kept out of the default host build.
- combat-web: an atmospheric battler. The signature dual Vigor bar shows fill,
the regen-headroom ceiling, the ceiling marker, and the dark cracked fatigue
zone in one bar — the squeeze made legible. Floating damage, cast telegraphs,
combat log, result overlay. Verified end-to-end in a real browser.
- tools/portraits.py: stdlib text-to-image client reusing the proven LAN Z-Image
stack (minus the depth ControlNet) to render the bestiary. 7 portraits committed.
- Added skeleton / troll / wraith monster stat blocks; bumped the duelist's
durability so fights are readable (even-con ~30s) and active play beats every
monster while passive auto-attacking loses the hard ones. Re-validated the sim:
the skill gradient and anti-turtle guardrail still hold (auto ~1% → skill100 34%
at even con). README findings updated to match.
Verified live: roster screen, win/lose, the dual bars, telegraphed casts, and a
3s active-play victory over the Skeleton Knight.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>