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Myths' Valley

Log · Wednesday, September 23, 2026

The valley gains a third dimension

First playable 3D prototype in Godot, with an animated character and Tripo connected to the project. In the 2D, the beach comes alive and the cemetery gets someone to look after it.

5 commits in 3D 33 in 2D 29,946 lines added 1,151 files mood: turning point

How it went

On this day the repository that is now Myths' Valley 3D was born: a playable third-person prototype, with character animations and the prototype's decisions recorded from the very first commit.

Tripo was set up as a project tool, which opened the way to generating characters, houses and trees from descriptions and from the 2D art.

Milestones of the day

  • First playable 3D prototype
  • Tripo set up in the project

Featured commits

  • The player's-eye pass: wave, edges, chest and collision
  • Preserve the entry revision as a recovery point
  • Record the 3D prototype decisions
  • The living beach, the house chest and quests that don't switch focus
  • Add first playable 3D prototype
  • The cemetery gets someone to look after it

Who worked: Matheus Ché and Ramon Santos.

5 commits

In the 3D game

  • 55598daRecord the 3D prototype decisions
  • 9c10474Record the effective base of the 3D prototype
  • 46f044cAdd first playable 3D prototype
  • 65ed61dIntegrate 3D character animations
  • 68e569bConfigure Tripo MCP in the project

33 commits

In the 2D game

  • c49e052Preserve the entry revision as a recovery point
  • c2a921aRestore game identity and validate entry navigation
  • be29567Apply PixelLab Pro controls to the menu
  • ea9ba3eThe lookout becomes a lookout: 3 villagers high, and its cutscene appears
  • df3a0deThe suite stops failing the two menu gates that have their own runner
  • de8dc26A fraction kept where the integer was eating it, and the question that doesn't answer itself
  • bd83e6cGate for the lookout cutscene, which was only missing for those who did everything right
  • 1e5d630The six villagers were being drawn as a seven-pixel slice
  • 1bc9b74Tonho's debt becomes a quest, with two paths and the land at the end
  • 7aa24f1The village stops being six pins stuck in the map
  • 84069d3The local water now decides the fish
  • 5906746The footprint now runs from the start to the end of the ink, and doors drop into the opening
  • d84d4d1The church rebuilt: stone and lime from 1652, and the largest facade in the village
  • b083e12The hill above the house becomes land for sale, in four signs
  • 5503079Pedro stops living on the fence of other people's yards
  • 714005dDona Zefa's series, and the grandson who goes to Salvador without leaving the game
  • 54d0048The sign comes before the letter
  • 3b7f3fcThe chapel gets a roof, and the gate gets the ruler it was missing
  • 70d7e3bPedro waits at the bridge
  • 2fc0efcThe world loses the ruler
  • 66cf892The cemetery gets someone to look after it
  • a0c1d21Quests pay food, items or réis -- and the rule was only for the tutorial
  • 5632ca9The highland wall gets a corner, a capping and a variant
  • 02e404fPedro no longer stands planted on the slope
  • 9afbef2The village's three houses follow the chapel's standard
  • d2ad4b3The late man's tools come out of a chest
  • a4aaeceThe living beach, the house chest and quests that don't switch focus
  • f4bf155The village in blocks, the eating house and Pedro's clothesline
  • 17fbb71Add menu image metadata
  • 6f6d1a6The player's-eye pass: wave, edges, chest and collision
  • b529538The map matches the photo: the map grows and the cemetery changes sides
  • 19b59f6The tilling diamond and the cemetery's shadow
  • 0c4faaePedro's doorstep, firewood already sawn and treetops off the road