Inspiration

My biggest inspiration are the games that have unique gameplay elements and lots of variety. I'm especially inspired by solo indie developers. I love making games with innovating elements and that's why I decided to make a game for this hackathon.

What it does

This is a dungeon crawler game featuring procedurally generated rooms, puzzles, and boss fights. However, the main feature of this game is that you're not playing alone - an AI listens to everything what you say and actively controls the environment of the world. The AI considers itself the god of this world and it can generate various events such as lightning strikes, enemy spawns, traps, and many others. It can also create positive events by granting blessings to players it is pleased with. The AI is designed to generate funny and unexpected events. This game's full potential will be realized in multiplayer mode, but due to time constraints on the hackathon and the overall complexity it was not possible to implement it yet.

How we built it

This is a web based application built in TypeScript. I created a basic 2d game engine by separating responsibilities into systems, such as render, world, level, game components and etc. I use Deepgram AI as a voice model. It transcribes player's speech into text which is sent to a text-based LLM that generates events. That LLM then sends a prompt to another LLM which translates the text into specific tool calls. Deepgram is also used to voice god's phrases. During the development I relied on my personal skills and on AI agents. Devin AI in particular proved to be very useful in my workflow.

Challenges we ran into

Creating the map generation and tiling system proved to be very difficult for me. Because the walls are isometric, they can connect in many different ways. For example, it was not very trivial to write an algorithm for generating two rooms connected by a corridor.

Accomplishments that we're proud of

I'm particularly proud of how well the interaction between the AI "god" and the player turned out to be. The AI is constantly trying to be very mischievous and sabotage player unexpectedly. Watching people play my game is really fun! I will definitely implement multiplayer in the future.

What we learned

First of all, I learned how to write a game in very limited time constraints. That's definitely was a big challenge for me. Additionally, I learned how to orchestrate different AIs simultaneously in a projects and that turned out to be quite a nice experience.

What's next for The one that always listen

I'm planning on adding multiplayer, proximity voice chat, new level, new monsters, more gameplay mechanics, puzzles, and definitely more events for the AI to use.

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