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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> |
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| .dev | ||
| combat | ||
| deepfall | ||
| game-wasm | ||
| game-web | ||
| reikhelm-core | ||
| reikhelm-viz | ||
| reikhelm-wasm | ||
| reikhelm-web | ||
| tools | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| README.md | ||
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 (theMapstruct is the contract; renderers own all art).reikhelm-wasm/—wasm-bindgenbridge 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) → Floyd–Steinberg dither through a 256-color palette → signature pixel art. Seetools/README.md.
Combined-pool combat system (Rust + Python)
combat/— a deterministic, headless combat engine built on one combinedVigorpool (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. Seecombat/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.