No description
Fights were ~3-5s; the user wanted 20-30s. Tuned the table (and added one mechanic) so they land there, re-validated against the sim throughout. - Engine: a `global_cooldown` (the genre swing timer, §10 "attack delay") — an actor can't start a new action until it elapses, so no button-masher can out-DPS the intended tempo. Config-driven (`global_cooldown` ticks; 0 = off). Actor gains `next_action_at`; engine gates decisions on it. - Controller: ScriptedPlayer now pressures with its heavy proactively when healthy (not only on the exact overrun frame), so the sim measures what a real player experiences instead of an unrealistically patient bound. - Config rebalance: damage cut + flattened, fatigue/regen/recovery co-tuned, and the kit made roughly **DPS-neutral** with auto-attack (each ability's cooldown matched to auto's damage-per-second). Under the global cooldown that's the key insight: abilities win through stagger leverage + timing, not raw throughput — otherwise strong abilities trivialize the pace and flat ones aren't worth their fill (the guardrail kept inverting until this landed). Auto-attacks (difficulty 0) also no longer fizzle. - Front-end: cache-bust the config fetch so edits are always picked up; widened the sim's archetype sweep to all six monsters. Result (sim, skilled play ≈ real play): monster fights 16-38s (centered ~24s); guardrail steep and green (even-con auto 0% → skill20 2% → skill50 12% → skill80 44% → skill100 78%); all six monsters winnable. Verified live in-browser: realistic play lands ~15-30s and a clean mid-fight reads perfectly on the dual bar. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .dev | ||
| combat | ||
| 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.