01 / ORIGINA stress test with a game at the end
I had far more GPT-5.6 Sol usage than I was consuming and wanted a genuinely demanding way to test it. The Myth games—especially The Fallen Lords and Soulblighter—offered the right target: atmosphere, tactics and systems that had stayed with me.
The experiment was simple: give the model room to build and see whether it could turn that inspiration into something playable. It could.
02 / FIRST BUILDPlayable arrived before polished
The first prototype worked, but only just. It had no sound, crude 3D models and too little atmosphere. Even so, the core was playable and some of its presentation ideas were already surprisingly effective.
GPT-5.6 Sol also did thoughtful research into the original Myth games: what made them distinctive, how their systems fit together and which design decisions mattered.
03 / TOOLCHAINThe AI operated the tools
I connected ElevenLabs and let the agent handle the audio work. I did not personally operate the production tools; discovering how effectively an agent could use them was part of the test.
I later took the same approach with Unity. GPT-5.6 Sol rebuilt the game there, producing immediate gains in environmental rendering and unit behavior without requiring me to become the Unity operator.
04 / 3D LIMITSA mesh is not a game-ready character
The proposed pipeline was to generate meshes in Tripo, rig them and then animate them. The characters could look convincing while standing still, but joints distorted, shields faced the wrong way and movement exposed how fragile the assets really were.
The deeper problem was visual judgment. The agent often accepted obviously wrong motion, then made narrow corrections that introduced new errors. Long correction sessions produced little progress, so I paused the Unity version when I left to travel.
05 / SECOND BUILDFable 5 starts clean
A few weeks later I gave Fable 5 the same broad challenge, this time allowing it to choose its own approach instead of prescribing Unity. That rebuild became the current web version of The Fallen Age.
Fable showed better 3D instincts, although it was more literal about the Myth inspiration and less perceptive about why those games worked. Trees, undergrowth, water and environmental physics all needed deliberate rounds of improvement.
06 / FOUNDATIONMechanics before bespoke assets
For the current build, Adobe Mixamo provides dependable models, rigs and basic animations. The result is more generic, but it avoids repeating the failed character pipeline and creates a stable surface for systems work.
The focus now is movement, vision, hearing, sneaking and detection—the mechanics that can support tailored missions and richer RPG play. Even a vision system exposes new problems, such as units seeing through walls. Solving those interactions is the real experiment, and the eventual destination is a fuller engine such as Unity or Unreal.