Inspiration
We were inspired by dungeon-crawler video games in addition to fantasy role-play themes. We wanted to recreate the flexibility of rich analog storytelling within computer-generated games while making the game feel as natural as possible.
Overview
Our game is a top-down wave-based shooter centered around a narrator mechanic. Powered by the co:here natural language processing platform, the narrator entity generates sentences to describe in-game actions such as damage, player kill, and player death events. Using information provided by the user about their character and mob information, we engineered prompts to generate narrations involving these elements.
Architecture
We built the game in Godot, an open-source game engine. To give us more flexibility when working with data gathered from the co:here platform, we opted to build a python flask back-end to locally interact with the game engine. The back end manages API calls and cleaning responses.
Challenges
We were all unfamiliar with the Godot platform before this hackathon which provided difficulties in terms of a learning curve. A lot of time was also spent on prompt engineering to query the large language models correctly such that the output we received was relevant and coherent.
Next Steps
We would like to give the player more room to directly interact with mobs through text prompts and leverage classification tools to analyze player input dialogue. We were also looking into integrating a tts system to help ease the player's cognitive load.

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