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Island V4 Experiment: Robot Lab

Originally published as an Advisory Hour Substack post on 2026-08-12. This first-party site copy preserves the text, localizes public supporting media, and connects the record to its project trail.

Original post

Island V4 Experiment: Robot Lab image from the original Advisory Hour post.
Island V4 Experiment: Robot Lab image from the original Advisory Hour post.

The first three island lab experiments each had a specific experimental idea. The general rule of island lab is to focus on just one “thing” per island. In the first island lab, it was about using math to build geometry. In the third island lab, it focused on using AI to build 3D objects into a game scene. The fourth island experiment focuses on one specific character: the robot. Normally nothing survives between island experiments. The robot will.

Island V4 Experiment: Robot Lab image from the original Advisory Hour post.
Island V4 Experiment: Robot Lab image from the original Advisory Hour post.

The robot is exceptionally fun to walk, run and jump around the island stages. The idle animations and other capabilities bring the character to life in such a fun way. In the following recording you’ll see a few animation cycles that I walk thru so you can see some of them. Impressively all of these animations were designed and implemented by sol 5.6.

The Robot Lab

I write from time to time on the power of purpose built debuggers now that code is “free”. The character of island-v4 did not gel until the robot lab debugger fell into place. Until then, I had the most difficult time getting animation and structure of the robot. The geometry was often out of place, the tank treads didn’t work at all, and the drone assistant animations just didn’t land. The dedicated debugging page fixed that by giving a tool the AI could use to iterate on to resolve these defects.

The robot is extended from the island-v3 robot. Turning off the bloom effects and post-processing and you’ll see little aesthetic callbacks to the v3 island.

Island V4 Experiment: Robot Lab image from the original Advisory Hour post.
Island V4 Experiment: Robot Lab image from the original Advisory Hour post.

The Face

The face for v4 is an animated setup. This allows me to tuck in different emotional range into the robot. I’m able to show confusion, happy, sad, and so on. It works exceptionally well for telling the story of how the character is doing in the game world. The “LED Face” allows for different character expressions at idle time as well.

Island V4 Experiment: Robot Lab image from the original Advisory Hour post.
Island V4 Experiment: Robot Lab image from the original Advisory Hour post.

The screenshot shows six distinct idle animations, plus unique animations for different actions like turning left, right and braking. There’s also a fun “holonet landing”. The holonet landing idea hit me when I found myself playtesting and launching the robot off of hills. It’s unreasonably fun to hit max speed on a hill and then fall to the ground. I didn’t want the character to take fall damage. This inspired the holonet. You’ll see that in action in the next post on Island Lab v4.

Take a Robot Home

The ideal would be this robot exists in the real world. I did use freeCAD with blender to design most of it. However, I don’t have a way to build this today. What I can do instead is buttons for a backpack.

The idea behind island-v4 is that the character robot has to repair a robot on each island. The repair is because each of the island guardian robots is slacking off on the job. The screenart used by the islandv4 makes for fun looking buttons.

Island V4 Experiment: Robot Lab image from the original Advisory Hour post.
Island V4 Experiment: Robot Lab image from the original Advisory Hour post.

Set of pin buttons - Robots of Island Lab v4 Set 1

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