Go to file
type-two 2266e9feeb Procgen: six Gauntlet II archetypes, depth-scaled size, solvability guarantee
Levels past the authored maps were always the same 31x21 maze. Now the shape
rotates through what Gauntlet II is actually remembered for:

- arena     — "IT'S A TRAP!": wide open, a few pillars, ringed with generators
- fortress  — concentric rings, single-gap vault door, exit at the locked core
- invisible — walls at 0.05 alpha, revealed tile-by-tile as you bump them
- cells     — honeycomb of small rooms joined by punched doorways
- quadrants — four rooms behind a wall cross, clutter blocks inside
- maze      — the original recursive backtracker, now one option of six

Map size scales with depth (25x17 -> 45x31, 18 distinct sizes). Arena gets
generator hell; deeper tiers get more gold and clutter.

Two bugs caught by an in-browser solvability harness (flood-fill from start to
booth across 80 generated levels):
- 3 of 6 `cells` levels sealed the exit off entirely -> added a safety net that
  carves an L-corridor when the booth is unreachable (only turns wall into
  floor, so it can never eat a fixture; protects future archetypes too)
- archetype was welded to theme forever (7 % 6 === 1, so shape index == theme
  index): every Archive level was invisible AND dark. Decoupled with a per-loop
  offset, plus an explicit guard against the dark+invisible combo.

Verified: 80 levels, 0 unsolvable, every vault ships a reachable key outside it,
each theme now sees 3 different shapes, 0 dark+invisible combos.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 23:11:32 +10:00
.claude Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
assets Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
public Art pass: wall variants, floor decals, per-class sprites, 2 idle villains 2026-07-25 22:56:22 +10:00
src Procgen: six Gauntlet II archetypes, depth-scaled size, solvability guarantee 2026-07-25 23:11:32 +10:00
.gitignore Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
deploy.sh Deploy to partly.party/vinylgauntlet 2026-07-15 00:08:27 +10:00
DESIGN.md DESIGN.md: depth roadmap — classes, real-record trainspotting, bosses, art plan 2026-07-16 16:47:25 +10:00
index.html Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
package-lock.json Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
package.json Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
plan.md Vinyl Gauntlet: core game (Gauntlet II re-skin) + FLUX asset queue 2026-07-14 23:17:19 +10:00
vite.config.js Deploy to partly.party/vinylgauntlet 2026-07-15 00:08:27 +10:00