No description
Find a file
Parley Hatch 5813ee3b5a feat(game): REIKHELM: DESCENT — playable first-person roguelike
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>
2026-06-11 23:30:50 -06:00
.dev docs(combat): harden spec after two critic passes 2026-06-02 23:51:12 -06:00
combat feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -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(core): room theming — RoomThemer classifier + themed renderer (10th pass) 2026-05-31 17:03:53 -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 feat(render): real-geometry depth export + first-person explorable atlas 2026-06-02 00:02:14 -06:00
tools feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -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.