SimpleLife case study | WebFootprint
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SimpleLife · Village game prototype, our own product

Prototype

A cosy village game where the villagers remember you

A cosy 3D village game set in the 1500s, where villagers notice what the player does and react out loud in speech bubbles. A Godot game talks to a TypeScript 'Mind' service that uses Claude to choose and write each villager's lines.

Concept art: the SimpleLife village

The brief

Our own game prototype. The goal is a village of about 180 AI-driven villagers who remember the player, gossip and change from day to day, on desktop and phones. The first slice tests whether villagers can react within a heartbeat while the player simply wanders and does things.

What we did

  • A Godot 4.7 village lane with six villagers, a day and night cycle, errands, mischief and physical objects
  • A TypeScript Mind service over WebSocket that decides each reaction first, then picks a pre-written line or asks Claude Haiku 4.5 for a new one
  • Six villager voices designed with ElevenLabs Voice Design and 2,964 lines rendered locally with Chatterbox, with lip-sync from Rhubarb
  • A character pipeline that builds the cast headless in Blender with MPFB, with 16 reaction poses and facial expressions driven by data
  • Headless test runs that play through a full day and night in the village

The result

A working prototype: a village lane, six villagers, physical objects and the event layer that makes them react. It has not been released yet, and the art is still placeholder.

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