Back to the collection

Relic Courier · The Sunken Archive

Hyper3D → Godot · Town, combat, equipment and return

The courier opens the generated chest in native Godot; scripted capture using the real interaction
The courier opens the generated chest in native Godot; scripted capture using the real interaction
Hyper3DGodotBlenderInteractionGame prototypeNative projectVerification

Creative goal

Integrate traceable Hyper3D characters and props into a short ARPG in the same native Godot project. Expose source/derivative, material and authored-rig boundaries, and validate rules, physics, real input and persistence separately.

Leave the safe archive court for the grove, fight the scout and sentinel, recover drops, equip the focus and blade, unlock Arc and return. A real hinged chest gives one-time loot. Latest save-failure protection has engine/actual-filesystem regression evidence; historical full-course and current UI acceptance remain separate.

Models and versions

Production, post-production and review are attributed separately. Unknown means records are insufficient; it does not mean the current model produced the work.

Planning
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Town-to-grove ARPG scope and evidence boundaries

Production
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Generated characters/props, authored rigs and native scene

Code
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Pure rules, collision, contact, equipment, persistence and bilingual UI

Reference
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Original single-view concepts, geometric references and official reuse sources

Media processing
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Historical ec13 scripted native film/editorial work; decode/sampled frames passed, natural-speed playback/listening untested

Visual review
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
Source/derivative comparison, shrine repair, actor/combat/chest samples and first/middle/last film samples

Technical review
Unknown · Reasoning effort:Unknown

No independently verified model/reasoning configuration is available; attribution stays unknown and is not inferred from the work.
API/source derivatives/current save engine-filesystem regression/exact export; historical native/Web/film remain separate and latest UI is occlusion-blocked

Version history

  • v1 candidate ·

    Prepare a bilingual candidate linking real Hyper3D assets to a Godot scene and mini-game; final assets and actual-play acceptance are incomplete.

  • v2 ARPG candidate ·

    Revise the same project into a town/grove/combat-loot/equipment-Arc/return loop with authored action clips, a hinged chest and a save contract. Older media remains historical; current real input, Web, reopen and media acceptance are pending.

  • v2 native acceptance ·

    Froze runtime files, completed clean extraction/import, the full actual native loop and fresh-process restore, then exported and inspected the exact Web pack/budgets. Current film, browser lifecycle and listening remain separate pending gates.

  • v2 scoped acceptance ·

    Preserved 120 core checks, the complete actual native course/reopen, 15 HiDPI Web smoke actions and current film decode/sampled evidence. Full Web was blocked before further input by window overlap; natural-speed playback/listening remain untested.

  • v2 save-failure protection ·

    Changed only runtime main.gd and its existing focused test: failed Save & Title retains live memory, won Explore/lost Retry avoid old disk rollback, and cached unpicked loot anchors restore. Scoped 57+5+25 checks passed; repack/export completed. Latest UI was occluded before input and new Web pack is untested; full native course/Web smoke/film remain historical exact-byte evidence.

English translation. Read the original Chinese text. Source evidence, downloads and native artwork retain their original language.

Prompt

Reusable prompt template
Build the Sunken Archive in teal, weathered sandstone and brass: a safe court connects to a grove, with the generated courier and mechanical guardian as protagonist and enemies. Add melee, telegraphs, dash, drops, bag/equipment, Arc and a return objective. Give the generated chest a real opening lid, one-time loot and saved gear/progress. Separate original meshes/PBR from authored rigs, animation, lining, architecture, physics and VFX. Reuse existing paid outputs without new generation; accept real play, save/reopen and Web separately.

Reproduction instructions prepared from the work, not private conversation or credentials.

Software and tools

Game host
Godot 4.6.3 · Windows · Jolt · gl_compatibility
Authoring configuration Adapter / Core
dcc-mcp-godot 0.9.10 · Core 0.20.46; the standalone game does not load the authoring bridge
Model source
Hyper3D / Rodin API · Provider version unknown; originals and derivatives recorded separately
Asset derivatives
Blender 5.2.0 LTS · Mesh/PBR derivatives, authored rigs, action clips and chest lining
Support boundary
Landscape, 960 × 600 and above; native English/Chinese; listening review of CC0 effects pending
  • Hyper3D / Rodin API

    The host-neutral Skill exposes eight tools across seven HTTP endpoints. Generation, status and downloads are traceable, with no automatic paid retries; this is not every website feature.

  • Blender typed MCP

    Native import, mesh inspection/derivatives, rigs/actions and the hinged chest; bounded host scripts fill specific capability gaps and remain distinct from generated output.

  • Godot typed MCP

    Project settings, import, scene opening and execution are recorded separately. GDScript file authoring and engine tests are not presented as real keyboard/mouse input.

  • dcc-cua

    Project-owned window observation and real keyboard/mouse input. Historical ec13 course/reopen passed. The latest correction reached title observation only; partial occlusion blocked all game inputs and cleanup was acknowledged. Old evidence/scripted film are not attributed to the new revision.

Refer to project documentation for installation, compatibility and current capabilities. This case's actual environment and execution evidence are recorded above.

Step-by-step process

  1. Preserve generation sources and billing boundaries

    Originals and game derivatives have separate hashes. The 23 accepted cases match the 15.5-credit ledger. Subsequent ARPG authoring reuses existing outputs without further paid generation.

  2. Separate PBR, rigging and the chest adaptation

    Generated characters supply static meshes/PBR; Blender adds skeletons, weights, five courier clips and four guardian clips. A real Lid hinge preserves the chest exterior with an authored lining; the shrine keeps more geometry to repair excessive reduction.

  3. Connect town and grove through native physics

    The controller and enemies use CharacterBody3D. Damage is requested only at visible action contact using current range, line of sight, cooldown and mana. Visible meshes and simplified collision proxies remain separate.

  4. One-time loot and verifiable saves

    Strict validation, bounded reads, verified temporary writes and backup recovery cover progress consistency and interrupted/corrupt files. Failed Save & Title keeps live memory; Explore/Retry avoid older disk state. Actual-filesystem regression 57, separate read 5 and integration 25 passed; occlusion prevented latest real UI input.

Models and evaluation records

Public examples, not a blind evaluation set or leaderboard. Missing values stay unrecorded and are not averaged or ranked.

No runs under a shared protocol are recorded yet; historical attribution remains in the existing stage-specific records.

Exact model version
Not recorded
Run hardware
Not recorded
Seed / attempt
Not recorded
Wall time / tool calls
Not recorded

View original checks and limits · Machine-readable records · Comparison protocol

Model preview is not enabled: eligible assets and complete ecosystem evidence are still required.

Try it in your browser

WASD/arrows move, Space dash, F/left click melee, Q unlocked Arc, E interact, I bag, Escape pause. Fight in the grove, recover/equip loot and return to town. Native EN/ZH changes language; Touch enables directional controls.

Current ba6b22f5 save correction passed 57 engine/filesystem checks, separate read 5 and native integration 25. Latest clean native import passed; partial window occlusion blocked before any game input or IO-fault fixture. This PCK has no actual browser run. Historical ec13 native course/reopen, 15-action Web smoke on PCK22f and film decode/sampled pixels remain separate exact-byte evidence. Full Web course/lifecycle and natural-speed playback/listening are unverified. Landscape 960 × 600 and above; portrait/physical phones are untested. Reset reloads the engine.

WebGL 2 · Godot 4.6.3 · Loads only after a click. Closing the demo discards unsaved state.

Open standalone ↗

Results

Historical ec13 freeze: The 59.033333 s editorial film retains all 1351 scripted native-course frames without cuts or retiming, with captions outside the footage. Decode/sampled pixels passed; natural-speed playback and subjective listening were not run. Scripted capture does not replace actual OS input.
Opened chest and courier in the actual native window
Historical ec13 freeze: Chest interaction during actual DCC-CUA keyboard/mouse play; original window dimensions with declared JPEG compression only.
Chinese UI in the actual native window
Historical ec13 freeze: Native Chinese UI uses the licensed bundled font without system fallback.
Victory after the complete actual keyboard/mouse course
Historical ec13 freeze: Win after chest, equipment, both enemies, melee/Arc and return; 94.295 m travelled without QA or position writes.
Town and equipment restored in a fresh normal process
Historical ec13 freeze: The new process reports save_loaded, preserving unique gear, opened chest, enemies and completion while returning the courier safely to town.
Static native Blender inspection of the newly generated mechanical guardian
Retained static diagnostic view before authored rigging; not character-animation or final ARPG gameplay acceptance.
Native close view of the generated chest's original exterior
Source model/PBR comparison. The project adds a real hinge/interior; one-time loot/equipment/fresh-process restore were verified by historical ec13 OS input. Latest save correction has separate engine/filesystem evidence.
Actual native Godot near view of the repaired shrine
The higher-detail derivative repairs the identified roof, gem and base tears. This is a specific near-angle regression check, not acceptance of the complete adventure visuals.

Verification and boundaries

Check records; each row distinguishes historical measurements from this review.
CheckResultObservations and supporting evidence
Real API acquisition and billingPassed23 accepted cases cost 15.5 credits: 21 through direct Python runtime and 2 through actual MCP tools/call. Eight tools/seven endpoints do not cover every website feature.
Pure gameplay and save-data contractPassedThe unchanged pure rules core passed 120 deterministic checks in official Godot 4.6.3; this does not accept scene input or save-file IO.
Current save-failure protection and scene integrationPassedIn ba6b only main.gd changed; 40 other runtime files match. Actual isolated write failure, paused/won Explore/lost Retry, EN/ZH feedback, preserved old disk, unique rewards and normal continuation passed 57 checks; separate read 5, scene integration 25, interface/font/touch and parsing also passed. These are engine/actual-filesystem checks, not new OS input.
Historical continuous controller coursePassedHistorical ec13 crossed connected floors/ramps and the full return course continuously, with no position writes after spawn; this is not a fresh full-course acceptance of the correction.
Historical real native input and fresh-process restorePassedec13 real keyboard/mouse travelled 94.295 m through chest/equipment, melee/two successful Arc casts, both enemies and return; a fresh normal process restored unique gear/chest/enemies/goal. Exact old evidence is preserved, not reassigned to ba6b.
Latest actual native UI follow-upnot_runCurrent source ZIP clean extraction/fresh import passed. First title observation was partly occluded and not foreground: zero game inputs, no IO-fault fixture, acknowledged stop/cleanup of its own untouched window. Latest Menu/Continue/failure pixels remain blocked.
Current Web export and budgetPassedNew PCK 41,192,572 bytes; 10 Web files total 41,227,974 raw / 40,851,951 gzip-equivalent, below separate 40 MiB limits. Exact resource/shared-runtime checks passed; no actual browser run of this pack.
Historical Web smokePassedPCK22f HiDPI smoke passed 15 real continue/bridge-court movement/pause/SFX/language actions; it does not accept the new PCK.
Full Web gameplay and lifecyclenot_runAfter historical smoke, another window overlap blocked further input; the current pack has no actual browser run. Full combat/loot/save-reopen/quit/fullscreen/restart are not inferred from export or old smoke.
Historical film decode and sampled reviewPassedThe ec13 scripted native course film is 59.033333 s / 1,771 frames / 1280 × 720 / 20,157,741 bytes. Decode had zero errors; first/middle/last samples passed. All 1,351 course frames and engine audio remain; this is not current-fix or OS-input proof.
Natural-speed playback and subjective listeningnot_runDecode, audio signal and historical native/Web SFX-toggle checks do not establish natural-speed playback or subjective listening; both remain untested.

Evidence limits

  • The current correction has scoped engine/actual-filesystem and export evidence only; latest native UI was blocked by occlusion before input and the new Web pack has no actual run. Historical ec13 native course/reopen, PCK22f smoke and film remain separate evidence.
  • The OS gameplay-recording overlay-exclusion probe failed; continuous footage instead uses scripted native Godot GPU/audio capture. The native chest-cancel attempt opened before the actor left range and was not accepted; the engine cancel check passed separately, and physical-user interruption was not tested.
  • This does not establish every Hyper3D website feature, API option combination, semantic effect or seed reproducibility. Accepted generation does not establish visual quality.
  • The old placeholder player, timed-recovery win and scripted exhibit film remain historical comparisons, not evidence for the current ARPG.
  • Physical touch, gamepads, portrait, cross-device performance, all-angle skin deformation and independent blank-scene rebuilding are untested.
  • Generated models carry no assurance of uniqueness, exclusivity or source units. Scene scale, authored rigs and simplified collision do not establish provider physical semantics.
  • Hyper3D outputs retain service terms and are not relicensed as MIT or CC0 models. Project downloads grant no additional model rights.

Last reviewed: 2026-10-24

Project files

Choose a project, reproduction package or exported resource. Before use, review this case's software versions, dependencies, format boundaries and rights.

Resources and rights

Source:Source and code
Source commit:b4357b44bc1b635455dc7bc912f86ccc8b54fb78

Author:DCC-MCP showcase contributors
License scope: Authored game design, UI and media: all rights reserved. Kenney controller code retains MIT, RPG Audio retains CC0, the Noto-derived font retains SIL OFL 1.1, and Godot retains MIT and third-party notices. Hyper3D model outputs retain service terms.
Inputs include original text, native geometric references and approved original single-view concepts. The earlier chest reference was a provider render from an original prompt. Generated static meshes/PBR and authored skeletons, clips, lining, architecture, physics and VFX are attributed separately.