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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
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
Tick engine, PER cycle, resolution, reactions, cancellation, movement
Tick Engine and PER Cycle
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
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
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
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
Ammann action profiles, knowledge state, decision models
Action Profiles (Ammann Framework)
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
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
ORC, Pathfinder SRD, scope decisions
ORC and Pathfinder 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
Open questions and next steps
Open Questions
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
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
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...
Representation and Feedback Doctrine
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...