A local LLM RPG turns generated content into saved game objects

A local LLM handles dialogue, narration, situation reading, and quest progress inside an RPG. Characters, places, items, quests, and other parts of the world are not treated as throwaway text. They are saved as game objects that can appear again later.

A player can meet the same character again or return to a place that was already created. Items are also real game objects, so they can be owned, equipped, sold, and saved. The normal RPG structure, such as inventory, equipment, party members, combat, and saves, is managed by the game system instead of the LLM.

The goal is to use a local LLM as one part of a working RPG loop, not just as a chatbot. The game is still and rough.

Key points

  • Generated characters, locations, items, and quests persist as saved game objects.
  • The LLM handles dialogue, narration, situation reading, and quest progress.
  • The game system manages inventory, equipment, party members, combat, and saves.
  • Items can be owned, equipped, sold, and saved, not just described in text.
  • The design is a useful example of keeping outside the model prompt.
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