Inspiration

I’ve always enjoyed Classics and Latin, which is why I chose them for GCSE. The stories, characters and places of the ancient world really interest me, and I wanted to combine that with my enjoyment of programming.

Hercules’s twelve labours felt perfect for a game because each one presents a different challenge, from facing the Nemean Lion to aiming at the Stymphalian Birds. I wanted players to experience these stories themselves, exploring landscapes inspired by their real settings. My aim was to share what I enjoy about Classics in a way that feels exciting and interactive.

What it does

Hercules12labours is a browser game where players take on all twelve labours in any order. Different challenges involve dodging monsters, jumping, aiming arrows, capturing creatures and solving environmental tasks. Completed labours are saved on the player’s device.

There is also a separate Stymphalian Birds archery game with a photographic lake setting. Players aim freely at moving bronze birds, with arrow drop, wind and draw strength affecting their shots. They can record their own gameplay.

An optional Reactor mode adds live AI rendering to the game.

How we built it

I used AI-assisted coding with React and TypeScript for the interface, Three.js for the original 3D adventure, and Canvas for the lighter photographic archery game.

I integrated Reactor X2 to transform live game frames while keeping movement, collisions and game rules in the local engine. The Reactor API key stays on the backend.

The landscapes combine research into the myths’ locations with generated imagery. They are historically informed interpretations, rather than exact archaeological reconstructions.

Challenges we ran into

The biggest challenge was balancing visual quality with responsive gameplay. Live AI video can introduce delay and change visual details between frames, which makes precise actions difficult.

I developed the lighter archery mode using a fixed photographic landscape and local physics, so aiming and shooting do not have to wait for AI-generated frames. Supporting Mac trackpad controls was another important part of making the game usable.

Accomplishments that we're proud of

I’m proud of bringing all twelve labours into one playable project, adding freedom to choose their order, and building an archery game with moving targets and projectile physics.

Integrating Reactor and adding gameplay recording also helped turn the idea into something that could be demonstrated.

What we learned

A beautiful generated image and a good real-time game are different challenges. Responsive controls, consistent scenery and clear objectives matter just as much as detailed graphics.

What's next for Hercules12labours

Next, I want to bring the photographic approach to more labours, improve creature animation and make the Reactor experience more consistent. I also want to strengthen the historical research behind each location and help players discover the myths through playing.

Built With

  • codex
  • reactor
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