Cromblog
Azhora: Building a 3D Adventure Game
September 28, 2026 · 4 min read + gameplay and full prompt
Updated September 28, 2026
“All the drudgery of replicating and managing open source projects is evaporating at lightning speed, and we are left with the golden juicy parts, the bone marrow of software development, deciding what should this thing do and where should it go?”
I am still in awe of how true this feels and am letting myself indulge in a side project that is as fun as it is ambitious.
I resisted making games for a while, but then, over the last few weeks, I used my ChatGPT Pro plan to go nuts. On September 14, I used up every last token in a frenzy of voice-to-text programming with Wispr, while Codex worked on at least four projects simultaneously: Doodle Lab, Clio, Cromonsters, and a vast fourth project I am calling simply Azhora.
Looking back, when I was working on the Azhora lore, I was actually building the bones of this world I am now speaking to life.
Speaking Azhora into existence has blown my mind more than any other.
Creating a game by simply speaking your loose stream-of-consciousness ideas about how you want it to be is almost as fun as playing it.
I am amazed at how many words I have produced so quickly while speaking. In a couple of hours, I churned out about 10,000 words of text describing what I want the Azhora game to be.
Here is that full prompt, with the voice-to-text mistakes and wandering ideas intact. It describes a much bigger game than the prototype I have built so far, including planned story spoilers.
The Azhora voice-to-text development prompt
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I'm using voice-to-text here to speak out a prompt for you to continue the development of a game I was building with ChatGPT and Astra, or Codex with ChatGPT Astra's model, Astra 6. What we did there is that the game should be in the TypeScript folder in programs. The game should be called Azhora-game and we built out a significant amount of the game there, including basic design. I want you to take up where Codex left off and start building out the game and world based on the prompt I'm going to give you below I notice there are a lot of spelling errors in the way Wispr translated my voice to text, so recognize you will need to do some translating of strange words by infering them through their sound relation to existing words. I think this is particularly a problem with my neologistic names for many regions. I want the player starting region to be Drent on the map. It is a set specific region with a certain number of hexes there. Not sure how I want the hexes to interact, whether they want to be regions themselves or we're just going to simplify and have Drent be the first region. I think it'd be extremely dense if you had every hex be its own region, because that would be a vast world. Let's assume that Drent is a nice little region so far but the hexes should correspond to the shape of the region on the map. We see Pueth is to the north and Pueth should have a climate that's reflected in it. Drent, as you can see, is heavily forested and it should be of varying sizes based on the tiles. Let's say Drent is going to be region 1. It's a starter easy-mode region, the one that we've been building out the most so far. Let's say region 2 right now is a plains region. Actually it's got to be a wave for Russia, I think Russia. It's closer to a plane. Let's say Lucia is across the river. See, you should actually cross the river to get out of the first region, not to the second region, so let's tweak that. Drench should remain heavily forested. Lucia is going to be in between forest and plains. There are going to be fewer and fewer trees in this area, especially as you approach the third region, which is the Moros Plains. You'd see that on the north and southwest. And then it's going to have to move the story some because you're not going straight to the Cape of Thalmagar. You should see the Cape of Thalmagar is pretty far away. Remember what we're talking about? The Cape of Thalmagar is straight northwest of Drent. We're focusing on the main quest for now in regions. The main quest will take you there. You will later be able to go to Pueth to the north next because there are basically three land-based regions you can move into from Drent, right? If you look at the map they are: - Pueth to the north - Elagos to the west - Lucia to the southwest There are also Peblos Islands southeast of Drent. We should work on a way to access those. Those will be region 2. Eventually you'll be able to go to 4 regions in total straight from the tutorial regions: - Pueth, which you can go to by land to the north - Elagos, which you can go to by land to the southwest - Allego, which you can go to by land to the west - Pelos, which can be reached by boat or swimming to the southeast We'll work on that later but it's something to note. The third region you'll go to in the quest is going to be Moros Plain. That's the one that looks most plain and flat, where trees don't appear or anything, and you're going to go to the center of there. Now I'm going to tweak the story significantly here. You're a mercenary hired from abroad to aid this country against rebels. You've been hired by the Ambroni Empire. Forget the old Izoli thing. You're not actually in Izoli. That was a mistake. We're going to focus on you arriving in Drent not Izoli. The Ambroni Empire rules from its base city called Ambron and that's in Ellagos. Ellagos is the region just west of Drent, one of the ones you can access directly after Drent. We're going to take stories that are going to take us straight southwest because they're going to the center. There are areas where there are "rebels" but as you learn more you realize that the rebels actually represent a majority of the people in the region and that the Ambrosian Empire is losing control. For context Ambrosian is basically the empire that has dominated most of Azura for a couple or a few generations now. It's basically in rapid decline. That's the context of you showing up on this whole continent: the main empire is falling apart from each direction. There's the overarching story of Thalmagar, something like the Dark Lord here, right? He's to the northwest (that's pretty far away) but his armies are encroaching from the north. Ambron is dealing with rebellions all around its base, the core regions. Its core regions are Ellagos (that's its main region), as well as pretty much every surrounding region, which includes, if you look at the map, Vastus, Meneth, Nestor, Moros Plain, Lizeem, Drent, Amod, and Pueth. Where you arrive is actually the most stable region aside from Ellagos itself. If you go north to Pueth you will find there's basically unrest there but not terribly bad. Emma just has its own security issues that are becoming more dominated by fears of what's going on to the northwest (the mountains) because they're the ones becoming more concerned about the goblin raids or the orc raids. That's where the Thalmagar line forces, like orcs, for example, and the goblins that you fight in Drent are going to be. They're really low-level, introductory. They're what they call bramble goblins. That's a good term for them. Let's say those are kind of the weakest goblins and there are more difficult goblins the further north you go. Orcs are going to be like the warrior goblins who are actually high difficulty and are meant for fighting. Let's say you don't count encountering orcs yet in the mod? It's still too stable for early game. No orcs in the mod but there are more difficult goblins in both the mod and Plymouth than there are in Drent. There are no goblins in Analogos. There are more difficult goblins in Vastus and Meneth. The bramble goblins are just kind of local to Drent versus Analogos. They're not really a part of Damagar's forces but in Mythos Namor they're starting to see goblin infiltrations from more difficult goblins associated with forces to the northwest. Your mission is to take this message southwest to Lycia and relay messages to the front. In Lycia it's going to be a little more difficult than Drent. There you're going to find the aftermath of the battlefield. There's a battle that just happened between rebels and the Ambroni Legion. Let's make that clear: they're the Imperial Army, reminiscent of perhaps Stormwind soldiers in World of Warcraft, or Oblivion Empire troops, or something armored, not like these ranger-looking ones I've seen so far. Let's also make all the soldiers men. We might have special cases for women but let's make it so by default the soldiers should be male. You see the aftermath of this battle and learn more about the rebellion. It starts to reveal more information as you come to uncover that the war isn't quite what you thought because you've been told you're fighting a rebellion. You're coming to find that most of the people are against the Ambroni army, the Ambroni Legion, and the emperor. The Ambroni emperor himself is an elf ghost. There's a big city in a lake, kind of like Tenochtitlan, in the elf ghost region that's called Ambron. That's the capital city and it's a major economic hub, well fortified and walled and everything, but there's been a rebellion, a revolution thing. They're trying to overthrow the empire, the emperor, the monarchy, and replace it with a republic. You're learning about this in the aftermath of the battle where they put down the rebels. Even though they lost, the rebels were actually more popular among the people of Lucia. You learn what happened there. Then you're going to continue southwest to the third region, the Natural Intro, the Pyros Plain. You're completely out of the outskirts of Wood from Lucia and you're straight up in the flatland plains, where you can see vastly in front of you and there is a clear path for horses and such. Here's where you should probably be introduced to a horse so that you can speed along. Maybe that's something I have to do after the battle: they should probably explain the horses to you so you can travel faster because you're covering a lot of distance. There is a lot of open world around you that you don't really have to interact with but can. Following the main quest you should get a horse and you can take a ride across to the Pyros Plain. There the context is that the rebel army was defeated and the remnants fled southwest in the Pyros Plain and the Ambroni Legion is following after them. You're meeting up with the Ambroni Legion where they've camped in the Pyros Plain, searching for the rebels. Here's where you see the big army of the Ambrones and you get a real understanding of the power of the military but you're now coming to understand the context of the story: they've lost the confidence of the people. We'll go more into the situation with the emperor and the royal family soon. To the southeast you see West Suval and then there's East Suval and South Suval. The rebels have basically fled across the plain. You learn that the army is getting prepared and trying to decide what to do next because they've learned that the rebels have fled further south and east into West Pyros, or have met up with the invading troops from Izol and other parts of lands to the south (who are basically trying to take down the Ambroni Empire). They have long had grievances in West Izol, East Izol, and Azol itself. They're united into a republic that basically wants to see the monarchy thrown overthrown altogether and because of the empire's already-existing instability, the people are sympathetic to the Izoli ideas. The Izoli, along with one of the princes of the Ambroni dynasty (who forsook his position in the royal family and fled south), have merged with them into a joint army, like a coalition army, that departed from Izol and landed in South Pyros. It has since moved northwest and taken over most of West Pyros. The context of the main quest is that you arrive at the Ambroni army station of the Pyros Plain. He's about to confront the coalition army, which is in West Suval. From the Morrow's planet you're given the next mission of going southeast into West Suval and delivering a message to the Coalition Army. You do that and you enter this new fourth region. There you're introduced to that Coalition Army and you see it's all culturally different. They dress differently. It's clear they're distinct, that they're part of a separate force and culture, but there's also a bunch of other people represented in the forces we'll dive into later (because it's a big coalition against the hegemonic Ambroni Empire). You also see the rebels, the Ambroni themselves, and the people of Lucia that were part of that rebel army. They're all Ambroni Heartland people who are fighting against their own monarchy. You get to talk to them as well and here's where you get the first fork in the story: you're a sellsword or mercenary. Naturally they give you an offer of more money to join them and you can either take that or leave it and go back. That's a fork in the quest: do you take that offer and join the Coalition Army or do you say no and take the besties back to the Moros' plane, where the Ambroni army is? Either way the next part of it is you meet in the battle between the two. Essentially that offers the fork, deciding which side of the battle you are on, and you'll participate in it as part of the quest. You have to survive. It can actually be difficult to survive, especially depending on what side quests you do. It's kind of 50/50: what you do in the side quests can tilt it one way or the other so you do have a significant effect on this battle. If you do none of the side quests and just straight shoot the main story, let's say it's pretty stacked to be 50/50 that either side will win. It's really balanced between the Coalition and Ambroni so it's on you to push it in the direction of your own side. If you're terrible you can still lose the battle. It's not a perfect victory. This is when the game starts to get more difficult and you have to get better at the combat system. Let's break from developing the main quest story to thinking about the difficulty and complexity of combat and the complexity of quests per region. I want Drent to be something like a level 0. This is the tutorial region, right where you start out. Level 0 is like there's nothing really dangerous so things won't attack you unless it's part of a quest, like the goblin. Instead of the tutorial thing let's set that to be the only level 0 region because all four surrounding ones I want to be level 1s, except Eligos. Eligos is actually level 0 too because that's the Ambroni base region with the capital city. I want that to actually be really stable so there are no threats but it's highly militarized. Drent doesn't have that many forces; Eligos does but has a way denser population because there's a big sea. That's a whole subject to flesh out: what that's going to look like but I'm not too focused on that right now. Let's just say Drent and Eligos are level 0. The other three regions surrounding Drent, maybe level 1s: - Lucia, the first one in the main arc, will be the second region you go to after Drent. There are more dangers. There are more hostilities outside the main quest whereas in Drent the only danger is that one goblin ramble goblin attack in the beginning. Lucia has lots of woodland and lots of farms but it has wolves and wolves are the biggest danger. They can kill you. One alone is not difficult but if it attacks in a pack, which they often will do, at night it can be dangerous in the wild. That's off the main roads, outside the more hamlet-developed area. It doesn't get much worse than wolves and occasionally you come across a ramble goblin on the road. Actually let's say there are no bramble goblins in Lucia. Erin, they're just in the main quest in Drent for now. The great danger in Lucia is wolves. That's a level 1 region. - Peblos, level 1, 2: those are islands. Have to introduce a swimming mechanic and a boat mechanic. It should be dangerous to swim to it if you don't swim correctly. People access by boat have to do either some sort of quest or take a toll or something. Maybe a ferry makes it super easy and it's mostly just rocks and fishing villages but there should at least be an Embroni naval base as well. That's the biggest development but you should also know that there's a rebel/coalition/republican/monarchy outpost somewhere in a cave. They're hiding a ship and are preparing to go to war with the Embrony fleet and they're trying to attack the fleet station there. That can tie into the larger arc because you will, in your main quest, decide which side you're on and you can choose a side in this story as well. Let's say you actually can kind of double-deal and choose to support the Embrony in the main quest but the Coalition in this quest. It's just that they won't find out immediately and that will affect those stories if they're double-dealing. It is likely to backfire on you at some point so it makes sense just to do the quests in support of either the Empire or the Coalition but it could be more fun to double-deal. It's like you make your own adventure kind of thing. That makes Peblos more dangerous because there are secretly rebels hiding so there's no active fighting. The Ambrony are suspicious of it but they don't know about it. You can confirm their suspicions as part of that quest arc. Say the greatest dangers are pirates. They're minor pirates. There are no little goblins. They're pirates who are difficult to fight, more so than Bramble goblins and even wolves if you're talking about packs of pirates. They would try and probably just act as a toll on you. If you don't pay it they'll attack you but it should be that they don't go out of their way to kill you. They just want a little bit of your money. They won't even take all your money. It's just like a mafia kind of thing over these islands and the Ambrony tolerate it because their forces are limited. That's the kind of difficulty in Peblos that makes it level 1 difficulty, where there is a threat around you that could kill you but it's not too dangerous because these are relatively easy regions compared to what will come. To the north, the third level 1 region: Drench-Pueth. If you just go straight to the north here, let's say there are more goblins, not Bramble goblins. Say they're Hill goblins, slightly more difficult to fight. Let's say Pueth has Bramble goblins in the south, which is still kind of woodlandy. That's kind of their habitat, and then Hill goblins in the north, which starts to transition to the hills. The Hill goblins are a little more difficult to fight but they're still not that hard. This is a more dangerous region even though it's still got human settlements. The Empire does control the main town along the road connecting the region to Feredom and so they're kind of guarding that road. On the edges outside of the road there are lots of goblins. The western half is controlled by Ambron so you find guard posts with them patrolling the region but there are goblins around them. The east half of Pueth has rebels and the rebels also have goblins surrounding them but aren't actively at war with the goblins. Those are just kind of in the region because it's unstable. It's divided, right, and that's been spilling into Drent. That's kind of like the Bramble goblin raid you see in Drent. It's part of the context of the larger war. There is this rebel group in the east of Pueth that is part of a quest too. You'll have a similar quest dynamic in Pueth between Empire and Coalition, just like you do have in Peblos. You don't have the Coalition in Drent. There's no active militia in Drent but there are people who are sympathetic to it. You can learn about it if you talk to enough of the non-main-quest characters because the main-quest character is part of the Imperial military, right? They don't want to look sympathetic to it at all. In Lucia between Empire and Coalition, let's say there is a Coalition presence that you can take the side of in this region as well. If we go to the southeast, it's right along the border of East Suval. There should just be some rangers that are hiding that you can talk to, because we're using the East Suval border to our advantage because it's an East Suval-controlled city-state called Elod. Elod has stayed out of the main war and been neutral and so the only rebels left in Lucia fled across the border here to take advantage of the neutrality and are stationed along the border because they're trying to get back. Not really, their only existence is in the northwest edge of Eastuval and the southeast edge of Lucia and that's where you can take their side in some of Lucia's version side quests. You do have that parallel in Peblos, Lucia, and Pueth: there's a quest arc outside the main quest where you can take the side of Empire, Coalition, Ambron, or Rebels. All right let's move on to fleshing out some level 2 regions. East is Suval, Southeast is Lucia, and it is going to be level 2. I was just talking about how the rebels have fled across the border and are living across the border so they have rangers on the Lucia side. It's really hard to cross the border into East Suval because it's heavily militarized and guarded by the LOD, who have the whole region on lockdown. They're trying to stay out of the war and not get roped in whereas everyone wants to rope them in. They've got enough geographic isolation that this is their most vulnerable border so they have the highest military presence. Elode itself is a small city in the northeast of East Suval. You can go to it and visit there and it's got a whole thing going on, which will flesh out more later. The danger that makes East Suval level 2 is the bandits. There are lots of bandits. It's unstable because taxes are high and the military is out in force, but so is crime ironically because it's unstable. Maybe there shouldn't be bandits if it's heavily militarized. Between the border and the city there are some safe areas but outside where the military is present, the bandits are not active at all. There are hill bandits because the south is heavily hilly. That's it. The plain, the lower region, is pretty safe because it's got the Elody military but the south is really dangerous because there are bandits living in the hills. There are not hill goblins this far south. Goblins are more concentrated more north but it's bandits, wolves, and dangerous animals in the southern regions that make it level 2. Say Moros Plain. West Suval will also be level 2. Moros Plain will have bandits, so West Suval has people unrest from the war, not goblins. You'll have wolves as well. That would make them level 2. There's also the larger battle on the border between these two regions. It's part of the main quest. I'm going to call South Suval level 3 so we'll enter the idea of level 3 here. Let's say the northern part of South Suval, far north of it, has the worst, most dangerous base of the bandits: the hill bandits. That'll be the center of the bandits and they're preying upon East Suval, South Suval, and West Suval, and the instability of it all and the civil war and everything. South Suval has a city by a lake called Lamdris but the military is in the lower land parts of it. The further upland you go, the further north, the more dangerous it gets, and difficulties are doubled up to 3 here. That's definitely not a starter region. That's where it starts to get hard. We're also going to say that both Amald and Feradom are going to be level 2 regions. Feradom has more difficult hill goblins. They're sort of like a separate duchy so they have kind of an independent military and their loyalty. They are officially on the Brony Empire's side but there's skepticism as to whether they'll declare independence because the rebels aren't really active here. Except there's one quest that you can do with the coalition but it's a pretty weak one where they're trying to get a trouble movement going. The people of Feradom are actually pretty pro-monarchy and there are whispers of declaring independence and having the current duke just become king of Feradom in an independent country. The biggest difficulty here is the hill goblins. Amod is also level 2 and it's where you're seeing there's a significant rebel coalition in the northwest. There's also a significant number of goblins and wolves. We'll put Vastos and Meneth as also level 2 regions. These are where there are lots of Bramble goblins you naturally see, many of them. That's kind of the difficulty: lots of Bramble goblins, maybe some hill goblins in the northwest, northern parts of it. They get to the mountains. Let's say Vastos and Meneth are also level 1 regions. They're going to be like Lycia, with Bramble goblins being a threat. They will also have their own coalition-versus-empire quests and arcs. I don't have too much detail but we can use those. There's extra room for playing with more ideas and fleshing out the whole Ambrosia Empire core region. More, if they're close enough to Elgos, this level 0 base region, it wouldn't make sense that it gets so dangerous so fast because the stable areas should be around Elgos. You're just at the beginning when Drent is the most stable province left because everyone else is getting more unstable. Now let's get back to talking about the main quest, where you have this battle between the Ambroni and the coalition on the borders, border area between Moros, Plains and West Souval, and so it can go either way. Generally how you play the game that influences it. You can lose, but yeah, it affects the rest of the game. It's kind of first. Plot tests will so have to be dynamic in thinking about how this will affect bifurcate the possibilities of the main quest, right? But let's try and think about that as we go to, but also make it so we still have the unified single thread. Just ultimately the Civil War and the Cape of Thalmargar threads of the. Greater stories like the Dark Lord of the North, right? That's where it'll culminate in. We're still we start like the kind of civil war, and so I basically these quests help decide who wins the civil war, the monarchy or the Republican rebels, and then you can see different stories. So there should be different arcs, story arcs programmed in. For which one you opt for, but this first battle is let's say the simplest way to turn the tide, because there's going to be a bunch of side quests where you choose to join the coalition with the Ambroni or who you work for and complete the quest in that region. We already talked about that and set them up all over the empire. Of the core regions of the empire, we talk more about the many regions to come. Because the shore is pretty big to see. Let's first talk about the you stay with the empire. That'll be the main story arc. We have to have one to think through. But keep in note there is like a different story arc. You side with the coalition. But let's just pretend we delivered the message to the coalition and we go back to the empire and report. So we don't turn sides. We stay a good mercenary, loyal to the ones who hired us, even though they lied to us about this, the conditions in the country. If you report back to them, then the next option is like you asked some some soldier your commander. You they'll ask you if you're ready for battle. You say yes or you know like give me a moment. You say yes, then they'll start the sequence of the battle and the troops will like march off into war and you follow them and they try to win the battle. For the side of the Emberoni, and let's say you do win, you win the battle. You win the battle, then you go. Your next objective is to. Report to Solis, the city in southwest of Suval, and make sure that you like kill any rebels there. And so when you get to the city, there will be rebels you have to fight even after the battle. Coalition forces and rebels, so that'll be the challenge of that mission. You gotta fight them. If you do, you run. But you have the help of like Empire troops, Embroni Empire troops that you're fighting alongside. And then when that's and you the station den Empire station in West Duval, and then you'll be able to like basically turn sides where that city becomes Embroni and so it's like in the it's like the reverse in the scenario if you sided. The coalition. You were in the coalition. You worked with them to defeat the Ambroni army. Then they would take over that like outpost of the town in the Morris Plain, which you would be onto the Ambroni initially. So you would take over and then like coalition Republican rebellion forces, whatever they're called, are at there. And that's kind of how you you shape like the politics of the map, right? Because depending on your scenario, different characters will occupy different regions. Let's assume you stayed with the Empire. So the Empire now occupies West Suval and Solus. There's let's say there's still like Empire versus rebellion quests. So you could still like side with the rebels in West Suval and all the other ones, even if in the main quest you side with the Emery Empire. It's just your. Trust if each like goes down. If you're like double dealing, because eventually they'll hear and it'll backfire. Has to be some sort of mechanic for that. But I guess you could follow up, following the Empire to take over West Souval and then going to like the few whatever rebel quest is in the southeast from the remnants of the rebels who were defeated and work with them. To I guess get them to take over West Suwall again. Like you could have it reset, or you could follow the Empire's local West Suwall quest of like destroying those same rebels. So as like a mercenary, you can kind of switch sides at any point in any region. It's just like you'll lose like overall trust from either faction, and so to get in the advantages of being another side of faction, you probably just want to keep sticking to one side. But anyway, that's a side quest to go defeat the rebel remnants. The main quest is to go northwest. Yeah, if you after winning the battle, you go northwest and they'll have you report to Eligos. The main city. So then now you're finding you'd go northwest back across the Moros Plain and you'd enter Ellagos, and that would be like how the main quest introduces you to the big Ellagos city region, which is something that has to be fleshed out significantly because it's probably the most elaborate region so far because it's got like a big city and the surrounding like woodland, farmland area. It should be nice and pretty, but it's kind of like the splendor of the Amborani Empire. And so it's being like successful and working for them, following the main quest of reporting to like the next higher up guy, like a guy in the military who is organizing an army, and this will shift the story to. The northwest. Yeah, so the main quests will then take you to an intro to the empire and the politics and stuff, and you'll get like an upgrade with in terms of like weapons and stuff because the emperor will provide you with more, then like pay you and stuff. So you're like doing better as a as a sellsword, right? Shape of winning the battle. So you're being used for more stuff, particularly putting down rebels in Bastos and Meneth. Here the Meneth, the main quest basically is going to push you to defeat rebels in. Both of these regions. So here the main quest arc is like there's already a quest arc that we talked about for Vastus of rebels versus Empire, you know Republicans versus Monarch. The same with Meneth. The quest you get in Elagos is basically to finish these two quests in these level one regions, the Vastus and Meneth ones. That would basically stabilize those as Empire regions on the map. If you do that and you destroy like the rebel presence, then you'd go back to Elagos for your next assignment. And oh, actually, since Playfastus and Math are all level one. So is Luskya. So let's say the mission initially get announced isn't to like do the empire sided quest for both Vastos and Meneth, it's to just do one such quest arc for one of such region. So it could be Meneth, Vastos, Puith or Luskya. Each has their own. I guess it could be Peblos too. So one, two, three, four, five. Yeah, so we have five level one regions, right? So Algos is basically just going to tell you to go to at least one of the level one regions and do that pro empire quest arc. That kind of introduces you to the concept, and then if you do one, it will give you additional side quests to do like. All five of them. So like do the next four, and so there's like some bonus to that. Let's say each one, yeah, let's say there's a bonus, a quest bonus for doing one of the five, which is like the main quest arc, is a side quest. To do three of the five, and then there's another side quest to do five of the five, and get bonuses scale for how much you do. If you do five of the five, then you get that upgrades you to the next like level in service to the empire. But the main quest doesn't focus on like subduing all rebel resistance, all the level one ones, and then that they'll remain contested until you actually like. Do the quests for either side. The main quest they give you after you're doing, you do the one of the five, like you take down one of the five rebel movements in the level one regions. The next quest is going to send you. To Emma specifically, and here's where we're going to start the main quest story really starts to introduce you to the Dalmarg concept because here they're having like more difficult Goblin fights because they're this is the only time. These is the only region we've seen so far that'll have like goblins from the north who are actually associated with like the Thalmagar cults or however it works amongst the goblins. And you're you're assigned to go to like the main town, the outpost fortress in Amod and report to the guy there and essentially work for him. And because he needs he's asked for help against these. Specifically the goblins rather than the rebels, even though the rebels are there, this region is distinct because it's one of them so far. Because in all the other ones so far, the main conflict has been between the rebels and the empire, the republicans versus the monarchists. And this one, there is a monarchist, just rebel presence in on the side, but. They're also fighting the goblins even more than the Empire, just as the Empire is fighting the goblins more than the Rebels. So there's a clear distinction in this the politics of this region between all the others we've seen so far. So the quest here is actually to defeat the main goblin lord or their outpost. So you have to go. take down their outpost. And when you do that successfully, when you defeat like the goblin chief and stuff, which well, say it's like a let's make this one. Yeah, this is like the second. Battle sequence where you like work with the Empire to fight the goblins, and you can have a side quest option, or like you can take the coalition side against the Empire, or you can take have the coalition make truce with the Empire to help fight the goblins temporarily, and that can be a quest option that can help you in this like main quest battle of defeat the goblins because this one's actually much more more difficult to lose than the last one. But it's the second battle sequence in the main quest thing. If you defeat the goblin, you have to like the hill goblin chief, essentially, and with the help of the empire, or if you the side quest empire plus coalition help. But yeah, let's say you continue this main quest, you defeat. The goblin chief, and that removes all the hill goblins from a mod. There's still going to be bramble goblins, but they're just pretty common and easy to fight, and not hill goblin has much of a threat. Hill goblins. Let's say there's like one or two remnant hill goblin. needs to deal with in the north of Amod even after this battle, but otherwise you've like once you do this main quest battle you stabilize the goblin threat in the region, and then the next thing you do in the main quest arc is. Report back. Yeah, the messages are after reporting back to the Ammunition base camp, they tell you to go into your first level three region. Yeah, so this will be the first level three region. And that's when the game starts to amp up the difficulty significantly because these still thrown out these are big and they're complicated, big, confusing because they're vast mountains. It's like a different. Climate so far. Because Amud we're moving from the hills. Amud it's like hilly. It's east of the mountains. It's very mountainous. In your quest, it's like you have to. There's a significant. Okay, first of all, there's another rebel versus empire quest arc. We choose a side here. There's a rebel presence here. There's also a bunch of hill and then mountain goblins in presence. And mountain goblins here are more difficult than hill goblins. But there's concern that there's been like a new presence here. That's what you're, well, you're basically sent to scout what you think are mountain goblin encroachments because the Ammad they know there's a rebel presence but they're not focused on it because they're more focused on the goblins of Lay. So it's to investigate that. It's like a side quest to go defeat the rebels. And similar thing here you can, but you don't have but you have in Ammad but you. You have any stumped in the mountains, but you don't have in the other like level one regions is to like make have to make a truce against the common and the goblins. But anyway, that's the side quest. The main one is to go investigate this like one area, and I think they're basically scouted out. In that scouting, there's going to be like you're approached, you basically sight. But they don't sight you. They see that you scout and see them and observe the presence of orcs. And orcs are like super goblins, like barely wear the rings. Like the goblins are smaller and orcs are bigger. Orcs are basically like the warrior goblins. These are much more difficult to fight. You have an option in this quest to confront them or just like stay and hide, which is the safer thing to do and like see them flee or see them like retreat. But then you basically you just need to get back, survive the orcs. To report back that you saw the presence, and that's introducing like these orcs are like directly warriors for Thalmarg, and here's where you're going to learn much more about the lore of that. Let's say you went and followed the coalition side and won the battle for them. In that scenario it should be a parallel thing: if you win that battle, West Suval wins for the rebels. The next part of the quest would be to take a boat from West Suval City of Solus to West Azol, which is a level 0 region. It's totally stable and controlled by the Azolians, who have their own republic, but it's temporarily housing much of the army, the coalition army, preparing to attack Moros in this war. Say level 1: East Azol to the east is the level 1 region. That is basically totally Azoli-controlled. It just has wolves. That's the most dangerous thing in this level 1 region. Back to West Azol from the main quest, essentially parallel to the Ebriani main quest: if you would follow along with them, you just have to do the rebel coalition series of quests in any of the level 1 regions: - Lucia - Peblos with Emod - Vastus - Meneth In any of those regions, if you finish the coalition quest, you just have to do that once, then you can report back to West Azol and your next quest is going to be the main arc: go to Nestor. Let's say this arc you choose: the Coalition Rebel, because their main story arc is going to take you west, while you follow the Empire, which takes you north. The level 2 region that you go to instead of Ammad is Nestor and there we learn more about the Pyroscian Empire. It's also got a rebel group that you can side with but the greater danger there is the Pyroscian Empire, who's fighting both the rebels and the Empire because of the Pyroscians. In Nestor they're not fighting the Pyroscian Empire. They're actually fighting the rebels of the Pyroscian Empire, basically part of some cult religious movement that's ultimately influenced by Thalmagar. That's the parallel arc: instead of goblins working with Thalmagar, these are a faction within the Pyroscian Empire. Now let's not say they're piracy rebels. Let's call them sand goblins, basically desert goblins that are kind of like the hill goblins. There are some bramble goblins in this store too but it's mostly the sand goblins, the biggest threat to the rebels and the people. You can also work with the rebels and the main story arc is that you have to defeat the sand goblin chief and take a joint attack (which is the same parallel: defeating the hill goblin chief if you're on the side of the Empire). Then they send you into the same parallel quest of the Istothar Mountains for the Empire. They send you into the level 3 region of Ovesos and you have a similar scouting mission. You find orcs, either confront them or freely, and just report back to Nestor and that introduces you to the Falmer from the rebel perspective. Now let's say you follow the side quest arc of taking the side of the rebels or taking the side of the Empire, and you do that in all five for one side. You do that in every region and that basically transforms the politics of the map. Assume you choose the Empire. That means they're in full control of all of these regions, as opposed to fighting the rebels for them. Once you do the five of the five, then the next quest in that arc becomes attacking West Izol, the core region where the rebels are coming, or at least as they see it, because these Izols are supporting the rebellion. That becomes a battle sequence where you invade and take over West Izol and that's a difficult battle. It's kind of hard to win. If you do that, the Ambroni Empire has taken over West Izol and then this is another main story arc of defeating the Zolis in East Zol but that's not the story. That will be a side mission for now. Let's say you chose the coalition side, then you would take over all the factions or take over all the regions for the rebels (the fire level 1 ones). You have to do the level 2 ones, like Nesdor and Moros. You have to go for that side so I guess it's 7 total regions that you need to get first and then you'll be able to invade Eligos. There's an even more difficult battle to take over Eligos. I don't know if it's probably more difficult. It's just a bigger city than East Zole but also a difficult battle. If you win you take over for the Republic and Bron and then it shifts: the Republic controls everything. There's a side mission where you take over Drent, kind of in parallel to taking over East Zole. Okay now say you followed the Empire arc, did the quest, and reported back to Ahmad about the horse you saw east of the Thunder Mountains. They are going to give you the next quest in the arc. That quest is basically collecting information around the Eastern Lotharn Mountains about the state of the rebels, the goblins, and who these orcs are. This should take you into three different extremes of this much more difficult region, which should introduce you to a lot more wildlife dangers and bandits and such. Say wild trolls and giants can be found. Those are rare but very dangerous, as well as packs of wolves. A pack of wolves getting you while you're alone is very dangerous so you have to worry about wildlife. You report back to a mod about that and they're going to send you on a new mission to your first level 4 region in the West Lothian Mountains. That's where you're introduced to that more difficult environment in East Lothian and you scale it up in West Lothian in terms of more difficult wolves and bandits. You still have wolves and bandits, like mountain goblins, but here you're actually finding and reporting that there's an outpost of orcs, not just orc scouts. You see where they're positioned and you're to report back on them and hopefully survive because it's dangerous and there are a lot of orcs. Back to a mod on the state of West Lotharingen. The parallel, if you follow the coalition arc, would be going to the Ovest Desert. That's a level 4 region. Nestor would be level 2, Ovest is level 3, and then over Ovest Desert it's going to be level 4. It's the parallel and there are quest stars for the Western Lotharn Mountains. You find that, okay, at both, there's a base of sand goblins. They have a workstation there so they're working with orcs, which is news. That's the same thing: the parallel thing happens with the Western Mountains. It's not like a deliberate orc mount outpost. It's like the main mountain goblin outpost has orcs stationed there as well. They've made an alliance with the orcs, who are not normal in these parts of the continent. They usually can only be found farther north, in the northern part of Azura. It seems very ominous that they're here and working with the mountain goblins and having some alliances. The story is gradually unfolding that Thalmagar is behind all of this but it hasn't been cleared yet. He's still an obscure dark lord. That's kind of like the conspiracy theory of the doomsayer from the beginning, which you hear whispers of. Anyway the level 4 region in both: for the quest in Ovest Desert, the main quest following the coalition is to join a party of rangers to infiltrate and assassinate the orc chief of the orc band. There's a band of orcs there so you want to slay their particular chief. That'll be the parallel mission for both: you infiltrate in the West Lotharn Mountains, you infiltrate the main mountain goblin base and kill the orc chief there. In the Ovest Desert, for the coalition, you infiltrate the sand goblin base and kill the chief there. That's your level 4 paralleled main quests. Okay now let's say you're on the Empire main quest and you just slay the orc chief in the mountain goblin base. It's something where you pretty much need to flee to escape because you can't fight all the goblins at once. You kind of have to assassinate him, just do it as fast as possible, and then flee. You have to survive that and get back to Amod. Survive successful assassination. Your next quest is to scout northwest into South Mithala and see what's going on in Mithala. Your parallel next quest, if you follow the coalition, is to go into East Pyros and see what's going on in Pyros. East Pyros and West Pyros are the bases of the Pyroci Empire, which basically just recently started to fall apart and now has goblins overrunning it. They have their own rebellion. There's a parallel rebellion against the Pyroci Empire, just like there's a rebellion in the Ambroni Empire. If you go back to the Empire arc and go to South Mithala, you see a similar thing: there are rebels from the Mithalan Empire. Their main city is at the joining point of West Mithala, East Mithala, and South Mithala, where the rivers meet. This is like the Pyroci Empire: their main city is at the river between Pyroci, East Pyroci, and West Pyroci, where they meet. Both mission arcs basically report to that city. The Empire arc for Mithala, the coalition arc, goes to Pyros. The main quest in both is to just talk to a few people in this main city, where you get details about what is going on in Mithala or what is going on in Pyros. You go back to your region, which you're reporting to: if the Empire, it's Damod and if you're working with the coalition, it's Nestor. Once you report back on the state of either Pyros or Mithala, your next mission is to do scouting. The next mission, regardless of whether you're following the Empire or the coalition, will send you to the South Oremindi Mountains. Here's where they start to converge: the arcs converge geographically and you have to cross a similar distance. To get to the South Oremindi Mountains you're going to have to go by a bunch of other regions we haven't even talked about. You could go through a bunch of different ones. There are many options, paths to get there. Here we're finally jumping to a region that's far off from all the other ones but this is the main arc introduced: the Darkwood Amogar arc, which is the main driving story of the main plot. There are loads of interacting side stories, like when you choose the Empire coalition side or when you side with the rebels with the Procyi Empire or the rebels with the Mithalan Empire, which are separate rebellions of separate factions. They're able to use those to influence how the politics develop in these different countries. We pull those two arcs together into one here, where we report to the South Oremindi Mountains. Before we dive into more of the main questions, flesh out some of these other regions here we haven't talked as much about: - Catarcaz, which is southwest of Menef and northwest of Nestor. I think that should be a level 2 region. I think Nestor, we said, is also level 2. That would make sense, given that it's distant. Nestor is another level 2 region. It's got its own stuff going on. We'll see Bramble Goblins and wolves. - Sarious is a level 3 region. - If you don't get more specific details from me, you can go into the Azhora lore and stuff, which is more about the climate, geography, and history. That's what you should do by default if nothing is fleshed out. - For Netherium I'm going to say that's also level 3. - Vesos, we already talked about, is level 3. - Ves Desert, we talked about, is level 4. - Nether Desert will be level 3 as well. - Una 3 will be level 3. - Casarios is level 3. - North Ibbenwood will be level 4. - North Hivenwood, East Hivenwood, South Hivenwood, and West Hivenwood will all be level 4. Those regions are going to be pretty difficult, along with the West Desert and Westuthorn Mountains. - Central Ebonywood is going to be level 5 difficulty. - South Orimindi Mountains is also going to be level 5 difficulty. - North Evanal will be level 4. - South Evanal will be level 3. - Alidor will be level 3. - Lvarth will be level 4. - West Pirates will be level 2. - East Pirates will be level 2. - West Pyros is level 3. - East Pyros is level 3. - South Methala and West Methala are level 3. - North Methala and East Methala are both level 4. - Bothis is level 5. - North Kelder is level 4. - South Kelder is level 3. - Spirochosis, as I said, is level 3. - Westnias is level 3. - Chlamydia can be level 3. - Gala will be level 3. - Gallan will be level 4. - Ear will be level 2. - Northern Ascarth will be level 4. - Southern Ascarth will be level 2. - Legamom will be level 3. - Ganesh Plain will be level 3. - Ganesh Desert will be level 4. - Ganal Highlands will be level 5. - KF will also be level 5. - North Meridian double will be level 3. - North Meridian Desert will be level 4. - West Meridian double will be level 4. - South Meridian double is level 4. - Central Meridian Desert is also level 4. - Hanma will be level 2. - Trogo will be level 3. - Babon will be level 4. - Marosh will be level 2. Okay let's get back to the main quest arc, which is the convergence of both parallel options at the Azhora Oremindi Mountains, where they're investigating the orcs. You're going to meet some sage wizard-like figure who's going to be your guide, more so than the factions who hired you at this point. He's going to see your talents and he's going to convince you to work with him to help defeat Thalmagar instead of picking a side in these civil wars that you've been fighting for. You go down that whole arc because he's some good wizard trying to defeat Thalmagar. That's where you link up with him and that's the new main quest arc for whichever faction you fought for. Now think through the geography a little bit here. If you're looking at the map, that's happening in the South Oremindi Mountains, level 5 region. I want to say the East Oremindi Mountains is going to be... Let's see, the next quest is going to take you up to level 6 and then we'll talk about the quest arc in the future. - East Oremindi Mountains will be level 6. - West Oremindi Mountains will be a level 7 one. - North Oremindi Mountains will be another level 6. - Lesser Oremindi Mountains will be level 6. - Mercos should be level 6. - Western Midy Mountains should be level 6. - North Western Midy Mountains should be level 6. - C Storm Midy Mountains should be level 6. - Western Midy Mountains should be level 7. - Cudon will be level 7 as well. - Cape Thalmagar is level 8. I think level 8 is going to be top tier, at least for now. Okay now I have an idea for the main quest arc. You're given a mission: you go to the Oremindi Mountains and there's a series of quests and missions following the main story arc. Following the wizard, you learn a lot of stuff and we'll flesh this out more later. It takes you up the Oremindi Mountains, originally from the southern Oremindi, east and west, and north and west. There are mountains like Nirkaash or Kudan, some route through here, through these more difficult regions, and then you have the final quests in this part of the arc to take Falmer. You confront the Dark Lord or something in the main tower and you help take him down. In that quest you defeat him but that's not the end of the game. It seems he has survived and still has many operations going in other parts of the continent/world. The wizard asks for your help in hunting down the remaining forces of Thalmarar because he's not utterly defeated. This gives you two possible arcs to start with, both of which need to be completed to continue into the main one. There are two threes, just the way of Thalmagar went: - The North Gorgi Mountains. I'm going to say change things up now: Cape Thalmagar is not actually level 8, the most difficult, but say North Gorgi is level 10 difficulty and the surrounding regions are level 9. There are going to be a couple of level 10 regions that are super difficult. North Gorgi is super difficult because it's the homeland and base of the orcs. Since Thalmagar, why do the orcs think that the least-known area in the entire continent, because it's the orc base, is where he would have gone? That quest starts with "go to investigate the North Gorgi Mountains." You're going to be sent to somewhere up in northern Azhora and then there'll be a whole quest arc there. It's not actually Thalmagar himself there but his chief lieutenants and you essentially have to overthrow that chief lieutenant, which is a totally difficult quest arc. - The southern quest area, investigating where you think Thomas Wright might have gone in the south, which is, say, inland of the region called Wahat. It's dense jungle, a mountainous plateau where little is known. That's also level 10, around level 9 regions, because it gets really difficult, like the jungle lands, the far south island land, and the southern coast of the island mainland. There you follow an arc. It's not Thalmagar himself but one of his lieutenants. Once you complete both of these two arcs and defeat the lieutenants' arc and the confusion about where Thalmagar went, you have to complete both of those. Then the wizard will give you a quest to go back to King Thalmagar and investigate that castle. You'll discover that there was an unknown little-known island region off the northern coast. That's basically the final, real final boss region, the level 11 region. That's where Almagar fled to. It's even more difficult than the North Gorgi Mountains or, what's it called, Wahat in the far south of the map. Those are the two pre-final levels. The level 10 is the level where you fight Dhammaar himself. It's actually a secret emergency base that's much more ancient than the one that you went to in Cape Town Mazar. That's the quest, the final boss battle, and that completes the main story arc. Actually let's say the main quest: instead of the Wahak region you want the Darklord Chief Lieutenant to be in Northern North Scythe. That mountain island, Scythe, has North Scythe and South Scythe: North Scythe to be level 10, South Scythe to be level 9. You'd approach there from the east after having cloned through a bunch of stuff in the gigantic jungle island. We've been running level 9s, 8s, and 7s inside because it's a difficult region For adding details to the many different regions that you're going to have to be building from the map, I want you to use that information from the Azhora lore that you can find in the Clash Virgin project. There should be a lot about what's going on in there, like the languages spoken there, the cultures, even some about the flora and fauna to get inspiration from. Since there are a lot of regions I have not given you specific details of and we'll probably go into more detail later, you can use that to create filler in the meantime. You should anticipate there being future prompts where we'll flesh out more details in these regions, including quests. For now focus on building the main world as well as the main quest arc.
I recorded that massive prompt after I ran out of usage with Codex. Even the Pro plan has usage limits. It seems like an incredible deal and I am sure OpenAI is having to constantly rethink their business model as so many developers like me have an insatiable desire for using more tokens.
So I decided to switch to Claude’s Max plan for this month.
For this project, that means the somewhat awkward step of handing the project over from GPT-6 Astra in Codex to Claude’s Fable. I am curious to see how they work differently, but I imagine since the game’s core design is already laid out it should not be too hard for Fable, using Claude Code’s ultracode setting, to adapt.
The whole game — the terrain, the characters, the fights, the journal — is plain JavaScript running in a browser, with a library called Three.js doing the 3D graphics. Three.js takes a scene of meshes, lights and a camera and renders it through WebGL, a browser graphics API based on OpenGL ES, for telling a graphics card where to put its triangles.
Electron is what makes it feel like a desktop game instead of a tab: it bundles Chromium with the page, giving it a window and an icon, and letting it save directly to a file on disk. There is no game engine like Unity or Unreal underneath, nor any compilation step. All I have to do is edit a file, relaunch, and see the change. These same files can run in a phone browser, which is why I eventually added touch controls.
The cost to this approach is that I don’t expect this setup to push the triangles a mature engine is capable of, but for a low-poly world you mostly walk through, that trade has held up so far. I will see its limits soon, I suspect.
Regardless, I was amazed that now I could have the basis for a 3D adventure game in a few hours. After a couple of weeks of development I have fleshed it out a lot more, but there is still a lot of work to do before it is a complete game.
Still, I figured I would do an introductory post because there will be more to come of this project. It really has gotten me sidetracked the last week, but I found making it far more fun than Cromonsters or Clio, partly because in the end it will take some of my favorite ideas from both of those games.