Dragon's Lair in Antigravity: when you build your own dungeon in an evening
Another programming exercise in Antigravity: a custom Dragon's Lair-style role-playing game, a step-by-step dungeon, a party, a dungeon map, a mobile version, and a Doom mode with smooth 3D movement.

Another of my programming exercises in Antigravity.
This time the question was:
How about programming your own Dungeons & Dragons or Dragon's Den role-playing game?
Today it's really just a matter of a few moments. From creating a party to a step-by-step dungeon engine to Doom mode with smooth 3D movement. Not a finished big game, but a functional prototype that suddenly breathes, reacts and starts to claim its own world.

Why Dragon's Lair?
There was an instant wave of nostalgia on Facebook and Instagram.
Someone wrote that "he who plays does not get angry". Someone mentioned Eye of the Beholder. Someone reminisced about pubs, Cave Lords, skeletons, dragons on a string and things that stay in a person's head for twenty years.
And that's exactly the point.
Dragon's Lair has never been about rules. It was about the collective, the imagination, the shared table, and a special kind of magic where a few people believe the map, the dice, and the voice of the Lord of the Cave so much that it becomes the world.
The computer version is not meant to replace this.
But it can expand.
What arose
The prototype has a party of heroes, an underground map, an adventurer's journal, step-by-step movement, doors, different lighting modes, enemies, character detail and controls adapted for mobile.
First it was a classic dungeon crawler. Then I added a smooth 3D mode. And suddenly it started to resemble a strange mixture of Dragon's Lair, old dungeons and its own little Doom.


The biggest surprise was how quickly the prototype turned from "let's try if it works" to "I might actually play this".
That's a good sign for me. The game may not be finished yet, but when after a few minutes the next room, the next character, and the next rule start beckoning you, it has a spark to it.
Mobile as a pocket dungeon
Then I modified it to run the game on a mobile phone as well.
This is perhaps the most interesting direction. Classic dungeon in your pocket. Family, map, controls, diary, enemies and short quests that one can open for a few minutes, but at the same time there can be a deeper world in them.



It was at this point that it started to dawn on me that maybe it wasn't just a disposable toy.
What if it merged with Hyperprostor
Imagine that the dungeon is not just a static game.
The Cave Lord can be a Digi Human. Characters can have memory, relationships, moods and their own speech style. The world can be generated according to the story that takes place in the lounge. A family can be formed from your friends, favorite characters or your own digital beings.
This is the direction that attracts me.
Not to do "AI instead of humans". Dragon's lair is still the best in the collective. But to make a tool that supports the collective: prepares the cave, generates maps, maintains the rules, plays the side characters, helps the Lord of the Cave and allows people to play faster, more often and with less friction.
Today, hyperspace is already capable of lounges, Digi people and shared worlds of conversation.
The dungeon could be another layer: a place where conversation becomes adventure.
The biggest limit is imagination
This whole thing was created as an exercise.
But people's reactions surprised me. A lot of the comments weren't just "nice". There was something more personal in them: a memory of youth, the desire to try it, a sigh that similar games have almost disappeared, and at the same time the joy that one can build them again today.
I think we are in a special moment.
AI doesn't take away our imagination. Rather, it takes away the excuse that it is too far from the first prototype.
If this appeals to you, write to me.
Preferably something like: "That's awesome, go ahead, I want to try it."
Because that's exactly how I know it's not meant to be just one evening experiment.
The demo video is here: facebook.com/reel/1028332469530676
And yes: the biggest limit today remains our imagination.