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Myths' Valley

Log · Friday, October 9, 2026

Key, moon and crossing in video

Build 10 is closed; then come the key to the uncle's house, the moon phases and the crossing in video.

79 commits in 3D 25,278 lines added 249 files mood: finishing

How it went

Build 10 was closed in the early afternoon, and work went on toward 11. Dona Zefa began handing over the key to the uncle's house, and the inherited house's door opens only with it.

Entering the inherited house at the chest step dropped the game to about 3 frames per second, because Pedro's guidance swept the entire valley at every instant. With the defect fixed, the game runs there at over 100. The night gained eight moon phases: the full moon is bright and the new moon, very dark.

Milestones of the day

  • Build 10

Featured commits

  • The acceptance screen proposes the story quest first, and the waiting notice only drops down when the bubble brushes against it
  • Closes Build 10: the history gains October 8 and the number goes up to 10
  • The tester follows the mesh route, doesn't end the session when blocked and resumes the last session
  • The tester's panel moves off the shortcuts column, gains F6 and the block modal, and the session sends the route through the mesh
  • The Test modal remembers the options, offers to continue the last session and only closes the menu with the valley loaded
  • The test panel uses Minimize, Maximize and Restore in Spanish too, and the tester's new scripts get their .uid
  • The quest "?" and "!" over a villager's head no longer sit behind the E prompt: prompt, plates and bubbles get out of the way
  • The name modal gains help text in the reading font, a consistent error notice and a height that fits its contents

Who worked: Ramon Santos.

79 commits

In the 3D game

  • 2a82d0eThe acceptance screen proposes the story quest first, and the waiting notice only drops down when the bubble brushes against it
  • e1799e6Closes Build 10: the history gains October 8 and the number goes up to 10
  • 9530241The tester follows the mesh route, doesn't end the session when blocked and resumes the last session
  • 7664839The tester's panel moves off the shortcuts column, gains F6 and the block modal, and the session sends the route through the mesh
  • 003c543The Test modal remembers the options, offers to continue the last session and only closes the menu with the valley loaded
  • e62c803The test panel uses Minimize, Maximize and Restore in Spanish too, and the tester's new scripts get their .uid
  • eeb24e0The quest "?" and "!" over a villager's head no longer sit behind the E prompt: prompt, plates and bubbles get out of the way
  • 0bae208The name modal gains help text in the reading font, a consistent error notice and a height that fits its contents
  • 1b5ae02Entering the inherited house at the chest step runs at over 100 FPS again, because Pedro's chain stops sweeping the entire valley on every tick
  • 30e0824Dona Zefa hands over the key to the uncle's house, and the inherited house's door opens only with it
  • c80240cThe rope step stops crashing the game next to the uncle's house, and the reach gate fails a new catalog folder without a class
  • f33a6dbThe E prompt gets smaller, says only "Talk" on a villager and the plate is capped at two title lines
  • 83a8364The footer notice moves to the top-left corner, below the quest
  • f4971edThe hand bar is no longer darkened after the explanation of the bars: highlight and narration focus now each affect only their own part
  • d65f91fThe updater no longer silently ignores a build that is too big or lacks disk space: it says why and offers the site
  • ceec7edThe Models cards get shorter and each villager's name shows in full
  • c34d651Pedro crosses the bridge along its axis, and the villagers' mesh now knows the big bridge's railing and posts
  • d8b9215Pedro, blocked by a fence or a post, keeps trying to get through instead of going back to town, and a gate checks the guidance from Candinha to Zefa
  • 640245cThe history shows one day per page, in long lines that use the modal's width
  • 647a77fThe game gets the Myths' Valley icon on the window, the taskbar and the executable, in place of the Godot logo
  • 8496bbaWith a speech bubble in the air, all the name plates vanish and come back without flickering
  • 1d9fdc2A house that opens up close joins the villagers' mesh and the porch stops being a wall of air, and the walk test for the Roadside house and the Restaurant no longer has an exception
  • ef88332Pedro keeps following while the player can see him, even at fifteen units, and only waits and goes back when he leaves the screen
  • 6afad5aThe speech bubble sits over whoever speaks: above the head, with the tip pointing at them, sliding only as much as the HUD requires
  • 0baaed5The arrival camera peeks over the shoulder on the bow side, and Pedro and the pier appear in the frame instead of staying behind the traveler
  • 685b988Pedro only makes way for the player on solid ground: on the pier's narrow planking he moves ahead or stays pressed against it, and no longer falls into the water
  • 3418354Docs: license audit of the assets and attribution file
  • 8aa7c8bDocs: Tripothon triage separates what is done, what is obsolete and what is missing
  • 7f88d49Style stops holding the signal and the label that no one listened to or called
  • a8d7597Docs: inventory and plan in slices to remove the procedural style
  • f7a008cThe crossing becomes a video: one LTX clip per stretch of the narration
  • b13a81fThe porch gate loads the room after the valley opens, not at compile time
  • 34e531aThe Models gate splits the card name at the written line break, not by chr, which Godot 4 doesn't have
  • bc7c5b9The villagers' mesh takes the bridges' railings out on a worker thread, and a house that opens up close stops freezing the game for five seconds
  • 2ffa04dThe quest marker becomes a stationary obstacle despite its sway, and the plates-and-prompt gate measures the rule with the markers muted
  • bbdd332Pedro and the villagers climb the crooked edge at the head of the big bridge, like the traveler, and cross the bridge in both directions
  • 566aa65The guidance-by-sight gate compiles again: Pedro's guide is loaded on the spot, not by preload
  • f62eedcThe plates, E-prompt and interface gates follow the prompt at 80% and the quest marker as an obstacle
  • 56c681cThe file safety gate flags a manifest that is too large under the updater's new limits
  • 4b5f8dbThe arrival camera's shoulder drops when the traveler is placed somewhere else, and the new place's camera goes back to the usual one
  • 05cf944The plates gate measures the bubble's priority five steps from Tonho, where his plate lights up without the E prompt
  • 0f645d7The villagers' mesh waits for the railing count before leaving the scene tree, and a game that closes in the middle of it doesn't crash
  • 137da57The popup gate puts the owner of E where the camera sees it, not behind the square's well
  • 9e41778The English objective of "The late man's tools" fits in the HUD's three lines
  • 4a1ca59The quest arrow measures the HUD panels with the components' scale and goes out when there is no free room in the orbit
  • d75e1a1Switching the item in hand now makes the short click of the Button sounds, with the pitch varying, and farming has the sounds of tilling, watering and planting required by the gate
  • 67a9339The tester walks toward the chosen side by turning the body and pressing only W, and the traveler's foot has a gate against sliding
  • bad31d1The ochre, green and blue wattle-and-daub houses shrink to the scale of the white ones, and the inner door shrinks along with them
  • c9e19b4The moon goes through eight phases over the days, and a full-moon night is bright and a new-moon night very dark
  • c0f97d9The narration rules the interface: any panel that covers the long box fades out, the quest arrow gets out of its way and so does the tester's panel
  • f8b55cdThe traveler gets a seal of golden waves over the head while their voice plays, and Settings offers a caption for what they say
  • a257f68The beach gameleira grows to 11 m and stands firmly on the ground, with roots springing from the sand and the ribbon cloth flush against the trunk
  • e1a6f4dE controls the conversation: it opens the dialogue, turns the pages one by one and closes it on the last, and the bubble waits for whoever is near to read
  • 184d6bcThe tester hands the step to Pedro, who has stopped to pay attention, instead of waiting for his line or repeating follow_pedro
  • 825e830The lobby's left buttons explain what they do in a compact popover with an arrow, instead of the half-screen inline tooltip
  • 07212d6Hillside trees settle by the foot of the trunk, and the ingá tree loses the chunk of orange earth under its roots
  • 7b11f3eThe keyboard arrows choose in list panels, Enter confirms like E, and the footers say both ways
  • 8e62833On arrival, the house animals stay away from Pedro's path and only come in gradually after the uncle's house
  • 50ecac2In the valley scene only the bubble and the bars remain, the camera glides without getting close to the traveler, and E or Esc skips the scene
  • 9d8559dThe Journal folds the left menu into an icon strip, and the dialogue and the objectives now share the same reading font
  • 82da95dThe menu's Changelog gathers the day's changes into long lines, has one group per day and drops from 26 to 14 pages
  • 4bb0885The traveler-lines gate measures the seal with the head clear of Pedro's "?", which the seal yields to on purpose
  • dac94ebSeu Epifânio works a step and a half further ahead in the canoe, away from the wall of the shrunken ochre house, and clicking takes the player to him again
  • 8229a33The automatic camera gate puts the player between the roots of the 11 m gameleira, 2.6 m from the trunk
  • 4a7ed23The E-dialogue gate waits for Tonho's greeting to end before opening the test line
  • b5e1dc4When the introduction ends, only two house animals come in, counting what was already in the scene
  • 2caa75dThe scene gate asks the notebook for the announcement, measures the camera in 0.3 s windows and gives the skipped scene the time for the camera to return
  • ff8de4dThe Journal gate compares the lines' and the objectives' lettering by what it is, not by the font object
  • 5beab31The foot support measures the trunk at the size the tree was planted, and the jequitibá and the angico settle
  • 1329b66Each strike that lands knocks chips off the material and gives the screen a jolt
  • d0bdb08Tree entries and the cemetery's epitaphs now speak English and Spanish, and the panel no longer has a title and footer only in Portuguese
  • 1056031The two steps at the end of chapter 6 now pay 10 XP, as the criterion of the farm series asks
  • d40898fThe quest acceptance and the first-time notice get a size of their own in the settings
  • 8175f23The idle creature breathes without stretching its body, and the reach of dogs and cats is now set per species
  • 4f8558eThe yard's production talents now count: the coop reads the Corral, Corral Care brings the laying forward and Cosme's day of field work yields according to the employer and the villager's skill
  • 09761f4The jaguar and the woodland peccary follow the ramp with their snout, like the dog: they climb and descend with the ground beneath them
  • 932ac5aThe tester now uses gpt-5.6-luna by default, the same model as the site
  • ae2c51bThe traveler-lines gate measures the seal with the queue's turn free and without the arrival camera's shoulder
  • ebf0510The yard production gate loads the corral and the chain after the autoloads come up