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Dungeon Master Codex

Modern remake / reinterpretation of Dungeon Master built with React, TypeScript, Vite, and React Three Fiber.

Goal: rebuild the original dungeon, systems, and feel as faithfully as possible while keeping the runtime and codebase maintainable.

Live build: dungeon-master.fr

Current local version: v0.9.4

Status

This is now a desktop-first 0.9.4 public build focused on late stabilization, Hall of Fame hardening, and fidelity fixes that tighten the original rules without reopening the core runtime.

Latest v0.9.4 focus:

  • shared Hall of Fame flow was stabilized across client and VPS, with better validation diagnostics, canonical proof signatures, saner long-run acceptance, and cleaner submission UX
  • victory stats and Hall of Fame presentation were improved, including compact formatting for large counters, clearer confirmation flow, and title-screen access to detailed shared runs
  • Hall of Fame run inspection now opens a proper detailed stats view on click instead of relying on hover-only summaries
  • original magic rules were tightened further: rune mana is now spent on click with no refund on cancel, and rune mana tables were rechecked against original sources
  • charge-bearing items and Magical Boxes were recaled closer to original behavior, including proper depletion or consumption and clearer empty-state feedback
  • run stats are now more reliable and readable, with cleaner per-spell labels and better per-creature tracking for new runs

Already in place:

  • 3D dungeon exploration with original map layout and grid movement
  • champion recruitment, inventory, equipment, HUD, champion sheets, drag and drop
  • creatures, melee/ranged combat, projectiles, spells, lighting, hunger, thirst, sleep
  • doors, pits, teleporters, fountains, wall interactions, mirrors, altars
  • save / resume of mutable runtime state
  • endgame path through Firestaff completion, Lord Chaos fusion, and victory

Still open:

  • a smaller pass of UX and visual polish
  • quick cross-browser / desktop-size verification for the end screens and shared Hall of Fame
  • selective performance work only if long play sessions show real pain

Next useful priorities:

  • keep fixing only issues found in real play, not by reopening solved subsystems
  • treat profiling as optional unless a measured runtime pain point reappears

Run Locally

npm install
npm run dev

Useful commands:

npm test
npm run build

Project Layout

src/
  components/   UI and dungeon rendering
  data/         Runtime data loaders and gameplay-facing reference helpers
  engine/       Rules, runtime systems, store wiring, persistence, sounds
  i18n/         Translation dictionaries
  types/        Shared types

src/assets/runtime/
  dungeon/      Runtime bootstrap + one map file per level
  db/           Runtime game_db slices
  support/      Runtime support data such as wall overlays

assets/OriginalDataExtraction/
  sourceCode/   Original-source references
  output/       Generated extraction and audit outputs
  scripts/      Extraction and comparison tooling

docs/
  PROJECT_STATE_INDEX.md   Which doc answers which question
  NEXT_PHASE_PLAN.md       Current open work only
  REMAKE_STATUS.md         Compact project memory
  RC_FINISH_PLAN.md        Short finish plan for the current 0.9.x stabilization pass

Docs

Credits

Thanks to:

The original team:

  • Publisher: FTL Games
  • Director: Doug Bell
  • Producer: Wayne Holder
  • Designer: Doug Bell
  • Programmers: Doug Bell, Dennis Walker, Mike Newton
  • Artist: Andrew Jaros
  • Composer: Wayne Holder

The fans and preservation community:

Special effects :

Playtesting help:

  • Hydro338 for playtesting, bug reports, and ongoing feedback

Intent

This is a non-commercial tribute, reconstruction, and study project. It is not an official product.

About

Remake of the legendary 1987 Atari ST game : Dungeon Master

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