Log · Monday, September 21, 2026
The valley is born in pixels
Before the 3D existed, the valley began as a 2D farming RPG. On the first day there was already a plot, Pedro as guide, backpack, field and the map redrawn over the real plan of Bom Jesus dos Pobres.
How it went
The first day belongs to the 2D game, the valley's older sibling. That's where everything the 3D would later inherit was born: the premise of the inheritance, Pedro waiting at the pier, the wattle-and-daub house and the fenced field.
The map was redrawn over the plan of Bom Jesus dos Pobres, cut by a river and with depth in the woods. Every piece of land got an owner, because in the Recôncavo of 1887 no ground belongs to no one.
The valley is born in pixels
The first day belongs to the 2D game, the valley's older sibling. That's where everything the 3D would later inherit was born: the premise of the inheritance, Pedro waiting at the pier, the wattle-and-daub house and the fenced field.
The map was redrawn over the plan of Bom Jesus dos Pobres, cut by a river and with depth in the woods. Every piece of land got an owner, because in the Recôncavo of 1887 no ground belongs to no one.
Sprites and audio were generated with AI and the tutorial was rewritten from scratch, already with building projects, talents and faith. It was 75 commits in a single day, most of them small, each with its reason written in the message.
Milestones of the day
- Plot and Pedro as guide
- Map redrawn on the real plan of Bom Jesus dos Pobres
- Building projects, talents and faith opened
Featured commits
- Make Pedro follow, rebuild the house and open the trail to the village
- Split the two benches, equip gear from the backpack and break the bridge
- Set the game in the Recôncavo of 1880 and open the building system
- Fix woods collision, reorder the tutorial and open talents and faith
- Generate sprites and audio with AI, rewrite the tutorial and add quests
- Redraw the map on the plan of Bom Jesus dos Pobres and give every plot an owner
Who worked: Matheus Ché and Ramon Santos.
75 commits
In the 2D game
2991047Create initial Godot project structuref81a541Update GDD and add asset and architecture docsd0be781Build the first playable version: world, player, day cycle and seasons73d4576Fix the day cycle and add house, sleeping and the Caipora tutorial8dc695fAdd plot, Pedro as guide, inventory and farminga626651Generate sprites and audio with AI, rewrite the tutorial and add quests2572f74Make Pedro follow, rebuild the house and open the trail to the village2b48e82Cut the map with a river, give the woods depth and open three frontsf1138c1Set the game in the Recôncavo of 1880 and open the building system400556bClose the Recôncavo batch and populate the map with the loose pieces3d83016Fix woods collision, reorder the tutorial and open talents and faithd2dc3d7Swap the building barrier for tiles and redo the main square36b493fExpand the region, put a bridge at the ford and close the building wall9d80701Redraw the map on the plan of Bom Jesus dos Pobres and give every plot an ownerf3ad6b1Fix bridge, side fence and the square quest; open the interiors747569dReplace the bridge quest with a rebuild and open the workshopde19c37Read the invitation on the board, take the axe from the door and repair the ford6c1ef72Size the bridge to the crossing and restore the road beneath it775ae29Split the two benches, equip gear from the backpack and break the bridge3ee3be2Put the work in front of the counter and start workshops as a bencha9983bcBridge from bank to bank, real iron fence and three villagerscf63812House that starts empty and grows, land along the boundary, mouse in menusea5dd7aEating with the mouse now takes two clicks3dbbb9fGive the dialogues coherence, one more villager per house and a real fieldfbc66c6Web of talents, hearth cooking and the floor a project changes42be17fUpdate game description in README76e2865Start at the wharf, percentage grace and effects visible in the inventory8d32165Web without overlap and with zoom, plus the pickaxe, fishing and web tutorialsf24a9bcAdd Godot Tools IDE usage instructions to README9b716a5Opening with real scenes, and Pedro opening the gatea8212d7Adjust setting to 1887 and detail the history of Bom Jesus dos Pobres1caa178Generalize name references in the setting44b5070A pier that looks like a wharf, and a second Salvador with the 1887 Elevatord1ad9b9Align the game with 1887, which the setting now fixese13fde7Quest with checklist, and the first field is no longer a queuefbc181dClay stove in place of the hearth, cordels across the map and a talent for the new mechanics2c4d8bdRemove missing-chapters notice (focus on ch. 6 and 7)f48a36eRemove legacy explicit mentions of Pelourinho/regions from internal docs6af5b06Snap the gates to the fence: measurement, not drawing7522390Docs+code: remove explicit references to Stardew and Graveyard Keeper67f9870Ten-slot hand bar and direct switching between screensd2ba386Highlight PixelLab as the main preferred generator in ASSETS.md76415e3Add semantic commit guidelines3fff496Fishing with bobber, line and bite alert533767aRestructure GDD to match the 1887 plot and the Bom Jesus map2b122a1Terrain elevation: topographic highs, embankment and slopeb9b9a9eAdd main menu with admin panel to change Pedro's namefe117f6Add initial focus on main menu buttons for keyboard and mousef3a9386Adjust root node type to CanvasLayer and disable background filter in menu_inicialc718aa8Raise main menu layer and hide previous screen when opening admina112284Reachable cordels, villagers who walk and a lowered plantation gatecd1de50Add {pedro} and {pedro_completo} variables to make lines and admin panel dynamic5e0ad08Map that froze, house exit too sensitive and an unstick buttonf7d26f5Make guide name variables generic (npc_1_nome and npc_1_nome_completo)087818aAdd uid file generated by the Godot 4 editorb292d35Menus with real buttons, scroll bar and arrowsd70341eOrganize settings into Names and Progression groups with tabs5ef8e79Life on the farm: cane field and free-range livestock866a2aaOpen settings full screen with NAMES and PROGRESSION category menu29c165fXP per project, bigger map with resource zones and moving things around0f5b692Update main menu buttons to PLAY, OPTIONS, CREDITS and QUIT7a4ab70Fruit trees, a pen that yields and automation of assigned work100a48dSecond tutorial: orchard, pen and the arms that aren't yoursdbd971bAdd developers Ramon Santos and Matheus Che3dfb6deRename the game title to Myths' Valley8c46d60Add .env.example template for API keys4ed5a52Add Versao autoload and interactive version history696a886Make version history paginated with arrows and a direct return to homed26916cMove version history navigation buttons lower82e10eeHighlight the PLAY button with the menu's main gold colorcdbab05Remove explicit mention of the year from the opening and credits interfacesd68b07eRemove redundant arrow instruction text from version pagination78bd6eaRemove version history from the list of editable settings buttons68ecb9dAdd title screen concept image in concepts/ and OpenAI integration scripta9daa5cImplement concept background art and carved panel in the main menu
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