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(2 edits) (+3)

Hello everyone.

Is it possible to integrate a system into the game that would allow the player character's lore to be exported from a game, which could serve as a pre-prompt for the AI, and allow modifications to be made? exemple:

Let's say I want to start a new game with my character named Astre. Once I start this new game, an editable file would be immediately created and associated with my character, such as:

PC Astre Silverpine.txt

This file would be editable and would condense a lore, based on predetermined global criteria, to which the AI could directly refer before any interaction with the player in the game. For example:

{

Silverpine: Everyone speaks "insert your native language" absolutely everywhere. (<- "everywhere" is important, you'll understand why.)

Astre: A slave who fled the Republic of Serpentiolis, very reserved about his past as a slave.

Rosalyn: studied at the Valistére Druid Academy.

Oriana: Originally from Serpentiolis, Oriana doesn't slip because she has two magnificent legs covered in ivory-colored scales.

ECT ECT…

}

These details didn't directly interfere with character descriptions, "if" no correlations could be made by the AI.

I'm currently using DeepSeek V3 (BTW: Thanks for the DEV recommendation, DeepSeek is incredibly good at storytelling and roleplaying.) and this LLM can be manipulated for certain narrative aspects, and can sometimes integrate them poorly. Example:

-Rosalyn: "Hey! Look who's coming, Astre! How are you?"

-Me: {AI: Modify your lore, Rosalyn speaks French very well, like all the inhabitants of Silverpine, rewrite this dialogue.}

The AI reacts quite well and either rewrites the dialogue identically in the requested language or sometimes integrates it into the narrative rather skillfully.

-Rosalyn: Oh see, that's French! It's been a long time since I've practiced that language, but I'm sure it'll help me remember it. *Wink*

Well... I prefer it when the text is simply translated identically to the original speech, but overall it goes well.

Except that you have to do this for all the NPCs, even several times, because if an NPC speaks French in the bathhouse, for example, they'll speak English again in the tavern, until I type the same command to the AI again. However, if the NPC in question returns to the bathhouse, they will automatically speak French. Basically... I have the impression that the AI takes into account the location where the command is given and seems to resonate like this:

"Player requests that Rosalyn speak French, in the bathhouse."

So in all other locations, she will initially speak English, before the player corrects this.

Then, by constantly correcting the AI's language, they will all end up speaking French in every location where it was possible to initiate a dialogue with them. (Well... so far, anyway.) But it's long, tedious, and it seriously breaks the immersion and the narrative at times.

So... I just wanted to share with you my feelings about this rough diamond that is Sylverpine, and perhaps open up some avenues for possible developments in the game.

Thank you.

(+1)

The game features a custom character system that allows you to transfer your character from game to game. You can edit your character's description, and the AI will use it when interacting with you.

There's also a NPC memory system, but it's based on dialogues during the game. However, you can import them into a new game.

For now, this is all I have. I remember asking about the possibility of editing the initial data for NPCs, but as I understand it, it's easier to edit them manually in the note field in the dialogues.

(1 edit)

Ok i see. So you think it's possible to edit the description of the NPCs? And add small details about, for example, the language they uses or other details about the lore that i want to establish? Because as you say, using the dialog window to prompt the AI about the NPCs works, it's true, but it can be unstable and especially be forgotten after a while.

(+2)

That would require pulling apart the game files and modifying WorldLore.md which is not exposed like CharacterConfig.json is for custom characters. It's do-able, but could cause all kinds of things to go haywire depending on how picky the game is, and the model you use.

(+1)

Okay, I understand. Thanks for your reply! 

(+2)

Just in the spirit of not crushing your hopes completely, Three Eyes had stated about a month ago that they plan on adding the ability to add custom NPCs at some point in the future, when they figure out how to best implement the feature. It may not be too big of a stretch that there may also be a way for them to make it so we can add our own modifiers to the game's base lore and characters, like changing the official language of Vyrndal, as you suggested. The final say is up to Three Eyes though.

Oh wow! That would be awesome! The game already has tons of replayability, charm, and just excellent storytelling! They have the time. Thanks for the info!