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Dungeon-Mind

Game design docs for Chris's roguelike: AI-native monsters (Ammann-style action profiles), tick-based PER combat, Pathfinder-inspired rules. Started 2026-09-27.

Overview

Dungeon-Mind

Overview Overview Dungeon-Mind teaser key art. "No monster fights alone." Overview dungeon-mind is Chris's roguelike (ASCII dungeon crawling, procedural generation, LLM-powered content). The current direction (Sept 2026) is a redesign of the combat and monster...

Combat System

Dungeon-Mind

Tick engine, PER cycle, resolution, reactions, cancellation, movement

Tick Engine and PER Cycle

Dungeon-Mind Combat System

Tick Engine and PER Cycle The combat clock is a global discrete tick, not real time. Player-paced: the world advances only when the player commits an action or explicitly waits. "Whenever it's time for the user to enter something, everything stops." Granularit...

Resolution, Initiative, and Reactions

Dungeon-Mind Combat System

Resolution, Initiative, and Reactions Tick resolution Each tick runs one loop over every actor, in initiative order: Actor action processing. Does the actor have an action in progress? No - select the next action (monsters: from the profile's ranked triggers; ...

Cancellation and Readability

Dungeon-Mind Combat System

Cancellation and Readability Cancel actions Cancelling is itself an action with its own PER cycle - not a special-case mechanic. There will be multiple actions that implement cancels: Boundary cancel - the deliberate cancel at the prep-to-exec edge (below). De...

Movement and Terrain

Dungeon-Mind Combat System

Movement and Terrain Movement is a PER action like any other. Terrain is paid at the borders: Phase Source of cost Prep Departure difficulty of the tile you're on (getting off the log is hard) Exec The transfer itself - physical or mental traits Recover Arriva...

Monster AI

Dungeon-Mind

Ammann action profiles, knowledge state, decision models

Action Profiles (Ammann Framework)

Dungeon-Mind Monster AI

Action Profiles (Ammann Framework) Each monster type gets an action profile: a combat archetype (brawler, sniper, support, skirmisher, ...) plus a ranked list of actions with trigger conditions. Profile structure Archetype from inherent physical and mental sta...

Knowledge State and Decision Models

Dungeon-Mind Monster AI

Knowledge State and Decision Models The judgment layer Most trigger conditions are computable in code (round/tick counts, HP fractions, allies alive, distance). A few are genuinely judgment-shaped: "Is this party vulnerable / outmatched?" "Is the player kiting...

Rules and Licensing

Dungeon-Mind

ORC, Pathfinder SRD, scope decisions

ORC and Pathfinder Licensing

Dungeon-Mind Rules and Licensing

Rules and Licensing (ORC / Pathfinder) The short answer Building a Pathfinder-2e-inspired roguelike is legal. The PF2e Remaster rules are under the ORC License (Open RPG Creative License) - perpetual, irrevocable, royalty-free, and explicitly covering video ga...

Planning

Dungeon-Mind

Open questions and next steps

Open Questions

Dungeon-Mind Planning

Open Questions Open Questions Open Questions Things deliberately left undecided as of 2026-09-27 (design sessions 1-3): Damage during exec: no auto-abort by default - large spells stay viable. Design direction: significant damage triggers a concentration check...

Roadmap and Next Steps

Dungeon-Mind Planning

Roadmap and Next Steps Spike 1 - tick engine core (first build) The smallest thing that proves the system: Two actors (player fighter vs goblin), one action each with full PER cycles. The whirlwind exec window (zone damage while active). A spell prep + interru...

Project: ADU — Investment Summary & Cost / Value Analysis

Moving to the Farm

Hickory Run — ADU & Barn: Investment Summary 7105 Guess Rd, Hillsborough NC 27278  ·  Prepared for Chris  ·  October 3, 2026 Cost, value, and what the numbers actually say — working numbers, not final quotes. Where the property stands today County record — PIN...

ADU
property
budget
Tim Laraway

Representation and Feedback Doctrine

Dungeon-Mind

Representation and Feedback Doctrine Purpose This page fixes the game's presentation stance: what game objects are allowed to look like, what the interface is allowed to tell the player, and how harm is modeled and communicated. It is a governing principle, no...