Development of a Web-Based First-Person Game of the Legend of Toar and Lumimuut Using Three.js

  • Delon Daniel Wolayan (Corresponding Author) Universitas Sam Ratulangi
  • Benny Pinontoan Universitas Sam Ratulangi
  • Edwin Tenda Universitas Sam Ratulangi
  • Stephano Caesar Wenston Ngangi Universitas Sam Ratulangi
  • Mahardika Inra Takaendengan Universitas Sam Ratulangi
  • Dodisutarma Lapihu Universitas Sam Ratulangi

Abstract

The legend of Toar and Lumimuut is a foundational Minahasan narrative that is increasingly unfamiliar to younger digital audiences. This research develops Toar & Lumimuut: Legend of Minahasa, a browser-based first-person puzzle adventure game that adapts the legend into an interactive 3D experience using Three.js. The study applied an iterative Game Development Life Cycle consisting of initialization, pre-production, production, alpha testing, beta testing, and release. The game contains two narrative levels: the Coast of Mount Wulur Mahatus and Mount Lolombulan. Each level integrates puzzle mechanics with story progression, including sacred torch activation, stone pillar sequencing, prophecy fragment ordering, sacred seed planting, and eternal flame activation. Technical implementation includes procedural terrain generated with Perlin noise, animated GLB characters and props, an NPC dialogue and quest system, inventory management, bilingual English-Indonesian text support, and browser-based deployment without installation. Functional validation used black box testing with 68 test cases covering movement, interface controls, dialogue, puzzles, timers, game-over states, and level transitions. All test cases passed, producing a 100% functional success rate. User acceptance testing with 15 respondents aged 19 to 21 produced an overall score of 84.44%, categorized as very good. Compatibility testing on Google Chrome, Mozilla Firefox, and Microsoft Edge showed that the game remained playable across three laptops without dedicated GPUs. The results indicate that Three.js can support accessible cultural game development while preserving local folklore through meaningful interactive gameplay.

Downloads

Download data is not yet available.

References

S. Ahmed and B. Pandey, "Procedural Terrain Generation by Sampling a 2D Monochrom Perlin Noise Map in Unity," Asian Journal of Research in Computer Science, vol. 16, no. 1, pp. 37-42, 2023, doi: 10.9734/ajrcos/2023/v16i1333.

N. Angela, N. Lustyantie, and M. Anwar, "Indonesian Teenagers' Perception of Bengkulu Folklore," International Seminar on Humanity, Education, and Language, pp. 673-679, 2025, doi: 10.21009/ishel.v1i1.56967.

M. A. J. Aprilianto, E. Wijayanti, and A. A. Chamid, "Game Adventure of Cakra Version of Indonesian Folklore as an Interactive Learning Media," MALCOM: Indonesian Journal of Machine Learning and Computer Science, vol. 5, no. 1, pp. 414-422, 2025, doi: 10.57152/malcom.v5i1.1879.

B. S. Kamath and T. Nayak, "Construction of a 3D Model of a University Campus for Easing New Visitor Navigation around the Campus using Blender and Three.js," in Proc. ICEEICT, 2024, pp. 1-6, doi: 10.1109/ICEEICT61591.2024.10718381.

D. C. Kobis, F. A. A. Sebayang, and M. H. Basri, "A Comparative Analysis of Minahasa Folklores Toar Lumimuut and Sigarlaki Limbat through World Literature Perspectives," Lire Journal, vol. 8, no. 1, pp. 15-32, 2023, doi: 10.33019/lire.v8i1.237.

A. T. Madilah, "A Study on the Genesis of Minahasa: Symbolism in the Plot of Toar and Lumimuut Myth," UNCLLE, vol. 3, no. 1, pp. 195-203, 2023.

N. Mehanna and W. Rudametkin, "Caught in the Game: On the History and Evolution of Web Browser Gaming," in Companion Proc. ACM Web Conf., 2023, pp. 601-609, doi: 10.1145/3543873.3585572.

J. Moizer et al., "An Approach to Evaluating the User Experience of Serious Games," Computers & Education, vol. 136, pp. 141-151, 2019, doi: 10.1016/j.compedu.2019.04.006.

E. Nijdam, "Sami-Digital Storytelling: Survivance and Revitalization in Indigenous Digital Games," New Media & Society, vol. 25, no. 11, pp. 3093-3116, 2023, doi: 10.1177/14614448211038902.

Y. C. Oktaviani, Y. Wahyuningsih, and R. P. Kristianto, "Application of the Game Development Life Cycle (GDLC) Model in Design and Development of Educational Games for Dyslexic Children," Social Science and Humanities Journal, vol. 9, no. 1, pp. 6477-6487, 2025, doi: 10.18535/sshj.v9i01.1442.

S. Panchal, P. Raval, S. Shetty, and S. Ambadekar, "College 3D Model Rendering Using Three JS," in Proc. ICAST, 2022, pp. 142-147, doi: 10.1109/ICAST55766.2022.10039553.

D. Prayudi and N. Hamdi, "Development of Video Games With WebGL Format That Allows You to Play Video Games Without Need for a Device With High Specifications," Brilliance: Research of Artificial Intelligence, vol. 3, no. 2, pp. 117-121, 2023, doi: 10.47709/brilliance.v3i2.3004.

R. Ramadan and Y. Widyani, "Game Development Life Cycle Guidelines," in Proc. ICACSIS, 2013, pp. 95-100, doi: 10.1109/ICACSIS.2013.6761558.

I. G. Suardika, I. P. W. Adh, and I. M. B. Adnyana, "Game 3D MMORPG sebagai Media Pembelajaran Cerita Rakyat," Jurnal Kridatama Sains dan Teknologi, vol. 6, no. 1, pp. 305-323, 2024, doi: 10.53863/kst.v6i01.1135.

R. Cabello, "three.js," GitHub, Apr. 2010. [Online]. Available: https://github.com/mrdoob/three.js

A. Theodoropoulos and A. Antoniou, "VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games," Applied Sciences, vol. 12, no. 17, p. 8476, 2022, doi: 10.3390/app12178476.

Published
2026-06-21
How to Cite
Wolayan, D. D., Pinontoan, B., Tenda, E., Ngangi, S. C. W., Takaendengan, M. I., & Lapihu, D. (2026). Development of a Web-Based First-Person Game of the Legend of Toar and Lumimuut Using Three.js. Journal of Artificial Intelligence and Technology Information (JAITI), 4(2), 194-202. https://doi.org/10.58602/jaiti.v4i2.261