An early version of Stonebound with only blender/godot MCP servers, running on amp with gpt sol 6.1. The prompt.md file was designed in a separate thread over 12 hours with mockups, design discussions, etc.
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Stonebound

A single-player, third-person fantasy RPG built in Godot 4.7.2 / GDScript, with Blender-authored characters, weapons, creatures, and environments. The project combines selected-target combat, positional boss mechanics, persistent characters, equipment, talents, quests, and keyboard/mouse plus controller controls.

Status, 8 October 2026: the latest delivered Windows build is Phase 3: the full playable roster in the starter region. Phase 3.5 replacement art is unfinished and has not been integrated into that build. Campaign expansion, implementation threads, and the recurring health check are paused at the owner's request. This README and its media are a documentation-only exception.

The product requirements live in prompt.md; the phased plan and integration contracts are in docs/implementation.md. The screenshots below show work actually produced, not the aspirational reference images in the prompt.

The playable build

The delivered slice contains:

  • Six classes: Berserker, Wizard, Necromancer, Rogue, Ranger, and Paladin, with class resources, rotational abilities, mobility, defenses, interrupts, and potions.
  • Seven races: Human, Orc, Dwarf, Elf, Goblin, Undead, and Troll. Human build and masculine/feminine appearance are independent; Goblin and Undead have anatomical variants.
  • Hearthmere village and wilderness: starter quests, roadside raiders, Warden Bramble, earned equipment, and a northern-road progression step. The connected four-region campaign is not delivered here.
  • Persistent RPG systems: character creation, local saves/backups, XP and levels, inventory, equipment durability, paid repairs, talent selection/respec, and one-time quest rewards.
  • Optional companions: Ranger wolf and Necromancer revenant, including following, attacks, death, restoration, and solo-build transitions.
  • 32 assignable combat slots: keyboard bars and four controller trigger banks, plus Equipment, Talents, Quests, Settings, and menu navigation.

Recorded gameplay — 30 seconds

Play the Phase 3 Ranger gameplay recording

Watch or download the MP4 — 1600 × 900, 30 fps, approximately 5.7 MB.

This is a new native Windows RX7800XT recording of the exact delivered Phase 3 source, driven by a documentation-only script at normal game speed. It shows a fresh Ranger moving through the starter area, fighting a raider, placing Volley, and using Bark Guard. It uses the actual main scene, movement, targeting and ability routes—not a slideshow or the unfinished replacement character rig.

The script supplies movement/ability inputs; it is not a human playtest, a physical-controller demonstration, or a full boss/campaign clear. Some ability requests can be rejected by the normal cooldown rules. A fresh disposable profile keeps existing saves separate, and the user's open game was left untouched. The original native recording, script, input hashes, logs, and process-preservation receipt are retained locally.

Actual Godot gameplay and interface captures

These are native Windows Godot captures from the delivered build's exact source, using an accelerated scripted journey. They show real game scenes and UI, but are not evidence of human-speed input feel or continuous animation quality.

Warden Bramble, ground warning, Wizard targeting, and controller HUD

Phase 3 native Bramble encounter and Wizard HUD

Equipment after earned progression — the full native panel, not an isolated preview texture

Phase 3 Equipment with an Orc Wizard and Hearth charm details

Starter-world road view after progression

Phase 3 starter world and Wizard HUD

The third capture retains a stale “claim Hearth charm” message and imperfect sign text. Those limitations are preserved rather than edited out of the screenshot.

Models and painted assets the threads produced

The original assets were authored through reproducible Blender Python scripts, with .blend sources, exported GLBs, rigs, materials, sockets, and animation clips. These are actual authored models, not image-to-3D outputs. Meshy or another external model generator has not been integrated.

Original roster and class weapons

The following two images are Blender studio renders on the Windows Radeon, not Godot gameplay screenshots. They document the original asset set; “game-view” camera naming does not establish in-game lighting or framing.

Original race roster — Blender studio render

Original class weapon lineup — Blender studio render

The original rigs include Idle, Walk, Attack, Cast, Hurt, and Death clips. Their quality is limited: faceted faces/hair, simple reactions, approximate foot contact, and weapon/cape intersections remain. In particular, the bow's generic Attack is not a draw-and-arrow animation.

Painted action icons

The icon thread produced painted action assets and reviews at small sizes, in grayscale, and beneath cooldown overlays. This is an icon review sheet over a game crop, not a demonstration of integrated HUD behavior.

Wizard painted icon readability review

Phase 3.5 Human and Orc replacements — unfinished prototypes

These are r20 / native-r08 frozen Godot art-review captures, using an isolated character prototype and baseline world lighting. They are not running inside the delivered gameplay build. Player input/physics were disabled and clips were sought to selected poses for inspection.

Human masculine prototype Human feminine prototype Orc prototype
Unfinished Human masculine r20 front view Unfinished Human feminine r20 front view Unfinished Orc r20 front view

The work introduced more continuous body geometry and blended skinning, articulated hands, authored sword/staff grip directions, distinct action clips, a supported back-fall, and more constructed shoulder/strap/boot forms. Iterations also addressed eye/lid relationships, ears, lips, Orc tusks, material values, free-hand withdrawal, and casting release.

The replacements did not reach art acceptance. Remaining problems include facial/lid/ear/lip/tusk fidelity and unconvincing terminal floor-contact cues. Technical import, socket, deformation, and floor checks do not resolve those visual defects.

Unfinished Human facial closeup Unfinished Orc facial closeup
Unfinished r20 Human facial review Unfinished r20 Orc facial review

This 360 × 380 Creation preview texture shows the model at its actual preview size. It is not a complete Creation panel screenshot; Equipment uses a separate 338 × 220 texture.

Unfinished r20 Human Berserker isolated Creation texture

The final r21 export completed before the pause, but remains separate and unimported, untested, unrendered, and unadopted. The character worktree mixes an r21 builder with r20 imported models/descriptor; it must not be treated as a coherent accepted release. The gallery deliberately uses the last frozen rendered revision, r20.

What the parent and eight threads did

The parent coordinated contracts, integrated accepted changes, built the playable host, verified combined behavior and provenance, serialized Windows GPU work, and delivered versioned Windows executables. Children worked in independently owned worktrees; their existence does not imply every branch was integrated.

Owner / thread Work produced Delivery boundary
Parent orchestrator Godot host/world/player integration, input and combat routing, progression/save wiring, camera/occlusion corrections, exports, audits, and child coordination. Phase 1–3 Windows checkpoints delivered; newer Phase 3.5 runtime preparation is local, not a new delivered build.
Combat and animation contracts Six class kits and resources, cooldown/cast/effect contracts, companions, CPU gameplay journeys, and animation authority/presentation tests. Combat/companions integrated; newer animation seams do not constitute finished replacement art.
HUD and controls Action dock, controller banks, vitals/casts/targeting UI, settings/bindings, native camera and ground-visibility reviews. Integrated starter-region HUD; bounded tests do not establish universal visibility or physical-controller feel.
Characters and weapons Blender sources/export scripts, distinct races, modular appearances, weapon sockets/clips, Human/Orc replacement iterations, and native art reviews. Original assets integrated; Phase 3.5 replacements remain isolated and visually unaccepted.
Persistent RPG systems Character/save models, XP, equipment, durability/repairs, talents/respec, quests, rewards, and later campaign preparation. Starter progression integrated; later campaign visibility work remains separate.
Encounters and journeys Enemy/boss mechanics, actual-earned starter journey tests, fresh-process save readback, native encounter captures. Phase 3 starter gates passed with retained limitations; no full campaign acceptance.
RPG panels and preview review Creation, Equipment, Talents and Quests UI, first-draw preview correction, bounds/framing work, reference reconciliation and model review. Panels integrated; newer aspect-aware preview framing is local. Prototype CPU containment is not quality acceptance.
Environment and creatures Original world assets, campaign/world review harnesses, and Phase 3.5 terrain/path/architecture/foliage source/export preparation. Original environment integrated; Phase 3.5 environment preparation did not produce its proposed eleven GLBs or a native acceptance render.
Painted icons Painted class action icons, small-size/grayscale/cooldown checks, and original-source packaging. Icons integrated; later campaign experiments are separate, not accepted gameplay expansion.

Phase history and current limits

  1. Combat foundation: movement, orbit/zoom, selected targets, stationary casting, ground spells, mobility/defenses, hazards, and bindings around raiders/Bramble.
  2. First RPG slice: character creation, Hearthmere, quest/save/gear/talent/repair flow, boss reward, quit/resume.
  3. Full roster: six classes, seven races, customization and companions in the starter slice. This is the latest delivered executable.
  4. Campaign preparation: connected-region content, challenges and earned-journey research were developed separately. Failed class runs and saves remain preserved; successful subsets do not establish campaign-wide balance or completion. Phase 4 is not delivered/accepted.
  5. Phase 3.5 visual pass: inserted before campaign expansion at the owner's request. Replacement Human/Orc art, environment preparation, animation contracts, and preview framing remain at different delivery stages. No integrated playable Phase 3.5 build was delivered.

The main remaining gap is art quality, not absence of RPG scaffolding. A possible next step discussed with the owner is a generated-model pipeline while preserving the game systems. Generated GLBs would still need scale/orientation, materials, rig/clip mapping, hand sockets, and customization integration; they are not a guaranteed drop-in replacement. No generator setup or credit spend has been authorized through this README task.

Run and controls

The latest delivered executable is in this existing Windows directory:

C:\Users\tyler\Projects\stonebound\builds\phase-3-58f4e06d76cb21e3bd3d6ff2fa68fd98da70b22e\Stonebound.exe

For a separate character/save profile:

.\Stonebound.exe -- --profile=my-review-character
Input Action
WASD / Space Move / jump
Right-mouse drag / wheel Orbit / zoom
Tab or click Select target
1–5 Rotational abilities
6 / 7 / 8 / Shift+1 Mobility / defense / interrupt / potion
Left click / Escape Confirm / cancel ground placement
I / T / J / E Equipment / Talents / Quests / interact or nearby rematch
Escape Menu or close panel
Controller sticks / LB / RB Move and orbit / cycle targets / confirm ground spells
Controller LT / RT / both Select four banks of eight combat bindings

Start with three roadside raiders, claim Supply Trail, accept The Bramble Warden, and review/apply a talent. Fight Bramble with movement, interrupts, defense and potions; then claim the reward and follow the northern-road quest. Modal RPG panels pause gameplay. Existing user saves and older versioned builds are preserved.

Source layout and development

Path Purpose
game/main.gd, game/player.gd, game/world.gd Host, movement/camera, world and integration
game/combat/, game/companions/ Class state/effects and pets
game/enemy.gd, game/hazard.gd Enemies, encounter behavior and hazards
game/progression/ Character, equipment, talents, quests and local storage
game/ui/, game/rpg_ui/ Combat HUD, bindings and RPG panels/previews
assets/ Imported models, textures and painted icons
art/, tools/art/ Authoring sources and reproducible Blender/export/review scripts
tests/ Logic, integration, disposable journeys and native capture harnesses
flake.nix, flake.lock, tools/ Pinned tools, isolated Linux state and Windows transport/launch helpers
docs/media/ Small documentation copies of selected renders/captures and the showcase recording

Use the pinned Nix environment; Linux Godot is headless/CPU-only. Rendered playtests and Blender visual production belong to the existing Windows RX7800XT workstation.

# Project-local runtime artifacts are intentionally excluded, not all of .amp/.
# On a fresh clone, append /.amp/in/ to the local Git info/exclude if absent.
nix develop
nix run .#godot -- --import
bash tools/test-project.sh

These are development commands, not instructions to resume the paused work. The approved visual references linked in prompt.md are included in docs/references/. A fresh checkout does not contain local evidence packets, Windows access configuration, or the children's worktrees.

Verification and media provenance

Previously recorded Phase 3 checks include 475 seed / 322 fresh-resume roster assertions, four exact-source native earned-journey jobs totaling 2,117 checks with zero failures, and 307 native PNGs. Sixteen primary saves were checked across fresh resumes. Separate HUD/occlusion and preview-first-draw reviews retained their failed baselines and limitations. These are recorded results, not tests rerun for this README.

The new documentation recording exited 0 in interactive session 1 with an empty stderr and a logged Radeon/Vulkan Forward+ renderer. Its package contains 229 byte-exact committed inputs plus a scratch recording driver and snapshot metadata; all pinned files were unchanged in the post-run receipt. The final MP4 has 905 frames, fully decodes, and is 30.17 seconds long. This recording verifies the documented demo, not the broader tests above or art quality acceptance.

Visual review covered 30 chronological one-frame-per-second samples, selected full-resolution frames, and the poster. Direct MP4 visual analysis was unavailable; this is sampled sequence inspection, not continuous visual playback. No blank/corrupt frames or missing owner/pet/raider models were observed in those samples. The full-file decode check is separate from that visual verdict.

Known playable limitations include coarse character faces and motion, weapon/cape contact, companion/HUD clipping and overlap, foreground ghost meshes/shadows, imperfect signs/captions, tight preview padding, and upright defeated models. Windows is the tested playable platform; Linux headless pack tests are not playable Linux verification, and macOS was not verified.

Gallery PNGs are copied unchanged from their review originals; the video is encoded from native recorded frames, and its poster is a decoded video frame. Original evidence, failed runs, source archives, receipts, and saves remain intact under the locally excluded .amp/in/artifacts/ tree:

README media Original local evidence
Gameplay MP4 and poster readme-showcase/stonebound-phase3-gameplay.mp4, stonebound-phase3-gameplay-poster.png; raw recording and provenance in readme-showcase/gameplay-58f-r01/
Bramble / Equipment / starter world earned-journeys-native-58f4e06-r01/evidence/roster-native-1600-seed/022-…, 025-…, 027-…
Race roster stonebound-assets/races/roster-game-front.png — Windows Blender 5.2.1, Cycles/HIP
Class weapons stonebound-assets/weapons/weapons-lineup.png — Windows Blender 5.2.1, Cycles/HIP
Icon sheet painted-icons/radeon/wizard-radeon.png
Human / Orc prototypes and preview phase35-characters/native-r08/captures-r01/ — r20 frozen native art review; runtime metadata and immutable package retained alongside

The originals are local review evidence; the selected docs/media/ copies make the README usable without linking exclusively to excluded files. This documentation does not publish the repository, adopt unfinished assets, or resume the paused implementation.