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>
3.9 KiB
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) — BSPmin_leaf 8,max_depth 5; rooms5..=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
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##...########.....#.##########...+...........###
###...+...........+.#######.........##....o..###
###.#.#######.....#########.........##.......###
#####.#######.....############...#####.......###
#####.#######.....############...########+######
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#.........#####+#######........##########+######
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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 12–25) linking the rooms.
Entities (overlay layer)
- Entrance @ (19,4) — sits in the
Thresholdroom (region 1). - Exit @ (41,28) — sits in the
Throneroom (region 11), the far end. - Treasure x6 and Monster x14 scattered, biased by each room's theme
(e.g.
Vault/Libraryloot-rich,Denmonster-dense,Thronehigh-risk high-reward,Thresholdkept 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.