reikhelm/deepfall/configs/sample_dungeon.md
Parley Hatch 277c158378 feat(deepfall): board-game design + balance-by-bot simulator
DEEPFALL: a tabletop game mashing up 9 loved games (SmashUp, Dragon
Rampage, Blood Rage, Catan, EverQuest, Daggerfall, Eye of the Beholder,
Quarriors, SmallWorld). Core fusion = SmallWorld decline + Blood Rage
glorious death -> three exits (Cash Out / Press On / Worthy End) under a
rising Maw that collapses a reikhelm dungeon floor-by-floor.

- deepfall-core: pure deterministic engine (vendored ChaCha8, 11 tests)
- deepfall-sim: balance-by-bot sweeps -> CSV/JSON
- analysis/analyze.py: stdlib ASCII heatmap (no deps)
- DESIGN.md (rules + post-critique revisions), FINDINGS.md (9-iteration
  balance journey), README.md
- reikhelm-core/examples/sample_dungeon.rs: dumps a real generated board

Method: adversarial design critics -> build -> simulate -> tune. 9
iterations compressed combo spread 77.8 -> 32.5 pts (all 36 combos
viable). Fixed deep-content lockout (value rises with the Maw), the
multi-collapse feel-bad (1 collapse/round cap; feel-bad now 0.00/game),
and dead combos. Open finding: Cash-Out and Worthy-End are substitutes
for a glory-maximizing bot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:49:33 -06:00

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Sample Dungeon — concrete example board

Generated by the reikhelm dungeon recipe (reikhelm-core/src/recipes/dungeon.rs) and dumped by the throwaway example reikhelm-core/examples/sample_dungeon.rs.

Reproduce exactly:

cargo run --example sample_dungeon -p reikhelm-core 42 48 32
  • Seed: 42
  • Canvas: 48 x 32 cells
  • Config: DungeonConfig::default() (just resized) — BSP min_leaf 8, max_depth 5; rooms 5..=11, margin 1; extra_edge_ratio 0.30 (loop edges, not a strict tree); door_chance 0.5.
  • Result: 12 rooms, 14 corridors, deterministic for this seed.

ASCII map

Legend: # wall   . floor   + door   o pillar   ~ water   ! lava

################################################
#################.....####################...###
#################.....###################.....##
#...........#####.....###########.######.......#
#...........#####.....###########.+....+.......#
#.............................+.....####.......#
#...........#####.....###########.#######.....##
#...........#####.....###########.#######....###
####.##############.#############+#######.######
####.##############.#############.#######.######
####.#########...##.#############.#######+######
####.########.....#.#############.####.......###
####.########.....#.#############.####.......###
####.########.....#.##########....####.......###
##...########.....#.##########...+...........###
###...+...........+.#######.........##....o..###
###.#.#######.....#########.........##.......###
#####.#######.....############...#####.......###
#####.#######.....############...########+######
#####.#######.....#######################.######
#####.########...########################.######
#####.#########+#########################.######
#####.#########.#########################.######
###.....#######.#########################.######
##.......######.########......###########.######
#.........#####+#######........##########+######
#.........+.+.....####..........####...........#
#.........###...................####...........#
##.......####.....####..........####...........#
###.....#####.....#####........#####...........#
#############.....######......######...........#
################################################

Regions

Themes drive DEEPFALL room flavor. Only rooms carry a theme; corridors are plain passages. cells is the room's floor area (a rough "size").

Region Kind Theme Cells (size) Top-left (x,y) W x H
0 Room Stone 55 (1,3) 11x5
1 Room Threshold 35 (17,1) 5x7
2 Room Den 9 (31,3) 5x5
3 Room Vault 37 (40,1) 7x7
4 Room Den 8 (2,13) 4x4
5 Room Library 51 (1,23) 9x7
6 Room Crypt 51 (13,10) 5x11
7 Room Den 30 (27,13) 9x6
8 Room Hall 49 (38,11) 7x7
9 Room Crypt 25 (13,26) 5x5
10 Room Den 58 (22,24) 10x7
11 Room Throne 55 (36,26) 11x5

Plus 14 corridor regions (ids 1225) linking the rooms.

Entities (overlay layer)

  • Entrance @ (19,4) — sits in the Threshold room (region 1).
  • Exit @ (41,28) — sits in the Throne room (region 11), the far end.
  • Treasure x6 and Monster x14 scattered, biased by each room's theme (e.g. Vault/Library loot-rich, Den monster-dense, Throne high-risk high-reward, Threshold kept safe).

Mapping to DEEPFALL

Each reikhelm room becomes a DEEPFALL room tile carrying its theme (Vault, Library, Crypt, Den, Hall, Throne, Threshold...), which sets that tile's loot/danger profile via the recipe's (treasure_bias, monster_bias); corridors are the connective passages between them. Depth = distance from the Threshold entrance toward the Throne exit, so deeper rooms are higher value (and higher risk) — the Throne boss seat at the far corner is the natural payoff tile.