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<section class="introduction p-10"> | ||
<h2 class="text-4xl font-bold mb-5">Introduction</h2> | ||
<p class="text-lg mb-5"> | ||
AiKami aims to create a pixel 2D top-down RPG game where all NPCs and | ||
sprites are generated using AI. Inspired by D&D games like the Baldur's | ||
Gate series, AiKami seeks to create a rich and immersive world where | ||
players can explore, battle, and interact with AI-driven characters. The | ||
unique aspect of AiKami is that NPCs have their own beliefs, | ||
personalities, and strategies, and they interact with the player and the | ||
world based on these attributes. | ||
</p> | ||
<p class="text-lg mb-5"> | ||
Imagine a D&D RPG game like Baldur's Gate or Divinity, except you cannot | ||
control any NPCs, allies, or enemies, nor can you force trades, battles, | ||
etc. NPCs must want to help you, and they will follow their own | ||
strategies that align with their beliefs, trust in you, etc. All actions | ||
are driven by AI. There will be no prewritten dialogs; all interactions | ||
will be dynamically generated with AI. However, there will still be a | ||
story and a plot since NPCs will have agendas, backgrounds, lore, goals, | ||
etc. There will be quests for players to embark on, creating a rich and | ||
evolving narrative experience. | ||
</p> | ||
<h3 class="text-3xl font-bold mb-3">Examples of Gameplay Dynamics</h3> | ||
<ul class="list-disc list-inside text-lg mb-5"> | ||
<li> | ||
Relationship-Driven Actions: You are in a battle with your squad. | ||
The night before, you stole from your healer. They found out and now | ||
dislike you, resulting in them being less inclined to heal you. | ||
</li> | ||
<li> | ||
Contextual Decision Making: You insult a trader, and he will charge | ||
you more. Smooth talk him, and he might give you a discount. | ||
</li> | ||
<li> | ||
Ally Dynamics: Any NPC can become your ally and may leave you if | ||
they no longer like you. If an NPC idolizes you, they might | ||
sacrifice themselves for your safety. | ||
</li> | ||
<li> | ||
Fear and Bravery: If a person is very scared, they will stay at the | ||
back during fights. You can train them to become braver over time. | ||
</li> | ||
</ul> | ||
<h3 class="text-3xl font-bold mb-3"> | ||
Additional Features and Creative Examples | ||
</h3> | ||
<ul class="list-disc list-inside text-lg"> | ||
<li> | ||
Dynamic Quests: Quests in AiKami are not static. An NPC might give | ||
you a quest based on their current needs or fears. For instance, a | ||
blacksmith might ask for rare materials only if his current stock is | ||
low, or a farmer might seek help with a pest problem that arises | ||
randomly. | ||
</li> | ||
<li> | ||
Evolving World: The game world evolves with or without the player's | ||
direct interaction. Towns can grow or shrink based on economic | ||
conditions driven by NPCs. Natural disasters or bandit raids might | ||
change the landscape and NPC settlements. | ||
</li> | ||
<li> | ||
Emotional Depth: NPCs have emotional states that influence their | ||
interactions. An NPC who has just lost a loved one might refuse to | ||
speak to you or might be driven to seek revenge, influencing the | ||
storyline dynamically. | ||
</li> | ||
<li> | ||
Reputation System: Your actions influence your reputation across | ||
different regions. Save a village from a dragon, and you might be | ||
celebrated as a hero, gaining discounts and allies. Betray a trust, | ||
and you might find doors closed and prices higher in certain towns. | ||
</li> | ||
<li> | ||
AI-Generated Lore: The game generates its lore dynamically. | ||
Historical events, myths, and legends are created by the AI, | ||
providing a unique backstory every time you play. | ||
</li> | ||
</ul> | ||
</section> |
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