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world engine dry run edited
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1HOW IT WORKS 2 31. Human writes the story bible. 42. Story bible ingested into a RAG engine (intended for larger projects) 53. Story bible used by LLM to pre-generate oodles of content--NPCs, items, creatures, lore fragments, rumors, plot beats 64. LLM looks over generated content and ranks it by access tier, for use in answering: is the character strong enough to see this? Have they advanced far enough to see it? etc. 7 (In order to support meandering play in a procedurally generated world, we have to gate story content by tier rather than traditional linear walls and stuff) 85. Optional pause for human review 96. [insert game frontend] 10 Player navigates Qud/Nethack/etc. style map, has adventures, learns things 11 Whenever the player needs content, level-appropriate items are fetched from the pre-generated pool 12 What the player has seen and done is tracked 13 The player can submit observations, ask questions, start rumors--some variety of free-text input, for async handling 14 These free text fields are clustered in postgres by trigrams 157. Simultaneously, a Letta service is observing the player logs. Determining when their access tiers level up, etc. 168. The Letta service also observes the free text input clusters. Things that are popular and resonant CAN cause the world to be updated. 179. The player and world are updated as appropriate. Diegetic retcons occur for observed content; future content is updated in place. 1810. If a player's pool of pre-generated content runs low, a Letta agent generates more for them. 19 20The game, while infinite, is broken into finite seasons/chapters, which have a beginning and an ending. 21Player actions may significantly affect the world in between seasons, in ways they do not within a single season. 22 23 24World Engine full loop demo [mode: LIVE (llama up), embed: up] 25player: demo_a14de 26 27 28 STEP 1 PRE-SEEDED STUFF deterministic dispatch (no LLM) 29 30 31A random sampling: 32 33 · [npc r1] Sable: A Wayfarer merchant who has overstayed their welcome in the upper mark 34 · [npc r1] Dr. Aris Thorne: The chief medic of Ashveil Station, who treats injuries with a clinica 35 · [item r1] Keepers Uniform Patch: A grey and copper patch ripped from a uniform. The fabric is stiff wit 36 · [item r1] Metallic Breath Filter: A makeshift respirator crafted from duct tape and scavenged filters, d 37 · [lore_fragment r1] Wayfarer's Coin: A currency token stamped with an open hand. It is warm to the touch an 38 · [lore_fragment r1] Metallic Saliva Test: A medical report from the med bay showing that your blood contains tra 39 · tiers rev1/nar1/pow1, seen 6 40 41 42 STEP 2 PLAYER SUBMISSION async resolution (LLM, offline path) 43 44 · queued job 9479308e "I pry open the maintenance hatch and climb toward the warmth below" 45 46 47 QWEN PROMPT (think=False) 48World context: # Ashveil Station 49 50A waystation at the edge of known space. Three factions maintain an uneasy 51coexistence. Nobody remembers who built it, and the original schematics don't 52match what's actually here. 53 54## The Station 55 56Ashveil has seven known levels. The upper three house the populated areas 57markets, living quarters, the docking bays. Levels four through six are 58maintenance and storage, poorly lit, rarely patrolled. Level seven is listed 59in no official documentation. Everyone knows it exists. Nobody goes there twice. 60 61The station's air tastes faintly metallic. The lights pulse at irregular 62intervals. Some corridors are warmer than they should be. 63 64## Factions 65 66### The Keepers 67 68The Keepers maintain the station. They have done so for as long as anyone has 69records, which isn't as long as you'd hope. They believe the station is sacred 70 not to any god, but to the idea of continuity. Things that break are fixed. 71Things that change are resisted. They are competent, humorless, and afraid of 72something they won't name. 73 74Keeper colors: grey and copper. 75Current administrator: Warden Orsel, third of that name. 76 77### The Wayfarers 78 79Transients. They arrive on ships and leave on ships, and in between they run 80the markets and hear everything. The Wayfarers have no permanent presence but 81an enormous informal one. They trade in goods, information, and favors, roughly 82in that order of preference. They have a saying: nothing on Ashveil is 83permanent, so nothing here is yours. 84 85Wayfarer sign: an open hand, palm out. 86Current voice in the market: a merchant called Sable who has stayed longer 87than any Wayfarer is supposed to. 88 89### The Quiet 90 91They arrived eighteen months ago on a ship that is still docked. They have not 92left. They do not explain themselves. They occupy a section of level five and 93have been slowly, politely, expanding their footprint. They eat with everyone 94else, pay for what they take, and volunteer nothing. The Keepers have asked 95them to leave. They agreed that this was a reasonable request. They did not leave. 96 97No known leadership. They are always calm. They sleep less than other people. 98 99## The Mystery 100 101There is a level below seven. The station schematics show a solid floor at the 102bottom of level seven. The floor is not solid. What is below it is not 103documented anywhere. Things that go there come back different, or don't come 104back. The Quiet arrived shortly after a Keeper maintenance team reported 105"anomalous signal propagation" from below level seven and then stopped filing 106reports. 107 108## Player 109 110You woke in the med bay. A Wayfarer named Sable says you've been here three 111weeks. You don't remember arriving. Your clothes are Keeper grey. Sable says 112you weren't wearing them when they found you. 113 114 115Player tier: revelation=1 116Player typed: "I pry open the maintenance hatch and climb toward the warmth below" 117Scene context: a too-warm corridor on level five 118 119Respond as the game world. The player has attempted something or asked something. 120Find the most coherent world-consistent response. Be conservative the world 121doesn't always grant what's asked, but it responds authentically. 122 123Output JSON: {"response": str, "tags": [str], "world_refs": [str], "novel": true} 124 125 126 QWEN RESPONSE 127{"response": "The maintenance hatch on Level Five is rusted shut, sealed by decades of neglect and the Keepers’ insistence on rigidity. 128It does not pry open with casual force; it screams in protest, the metal groaning like a dying beast before giving way with a violent clang 129that echoes too loudly in the thin air. \n\nYou climb down into a service shaft that smells of ozone and old blood. The air grows 130noticeably warmer with every step, humid and heavy, carrying a scent that is unmistakably organiclike wet earth after rain, or the inside 131of a mouth. \n\nHalfway down, the ladder ends. Below you, the darkness is not empty. It pulses. A rhythmic, slow expansion and contraction 132of heat radiates from the void below, warping the light of your flashlight. Something is breathing down there, vast and slow, and the air 133it exhales is thick with spores that taste like copper and regret. You are not alone in the dark, but the thing below is not looking up yet.", 134"tags": ["discovery", "horror", "level_seven", "the_quiet", "warmth"], 135"world_refs": ["Ashveil Station", "Level Five", "The Quiet", "Undocumented Level"], "novel": true} 136 137 · resolved The maintenance hatch on Level Five is rusted shut, sealed by decades of neglect and the Keepers insistence on rigidity 138 139 140 STEP 3 COLLECTIVE DRIFT rumors cluster by similarity (pg_trgm, no LLM) 141 142 143Rumors seeded for testing include a pre-seeded rumor about "the Quiet mapping the lower levels", and these fresh ones: 144 ("nia", "The warmth in the lower corridors is something alive breathing below level seven"), 145 ("omar", "Something living is breathing down past level seven and that's why the halls run warm"), 146 ("priya", "The heat in the low corridors? It's a living thing below the seventh level, breathing"), 147 ("quinn", "I swear the warmth comes from something alive that breathes beneath level seven"), 148 ("ravi", "Sable overcharges for filtration masks near the docks"), 149 150 · 5 rumors submitted (4 paraphrases + 1 unrelated) draining 151 152 153 STEP 4 WORLD AGENT reviews drift, proposes a delta (LLM) 154 155 156 · world agent agent-f71a772e-63ae-4560-8c8e-bf94a2015162 asking it to review and propose 157 158Assessment complete. Here's what happened: 159 1601. Mapping toward below level seven CANON PROPOSED 161 162 Drift ID: 1942ff43-8417-4b36-b3e1-43b0ebf81f96 163 Resonance scored: 0.85 (high) 164 Status: proposed delta flagged for your review 165 Delta ID: a31d0e2c-e81e-4401-82e8-b9866ce72c94 166 167This one was decisive. 14 players, high resonance, tightly connected to the station's central mystery. The Quiet's expansion isn't accidental integration — it's a deliberate, room-by-room mapping toward the undocumented space below level seven. I proposed it as canonical and flagged it for your approval. 168 1692. Corridors warm near level five after sharing food NOT PUSHING 170 171 Drift ID: ac41e917-236d-417f-9fb0-324f4f151370 172 Resonance scored: 0.5 (moderate) 173 Status: remains accumulating 174 175Atmospheric but too subjective. "Feeling warmer" is hard to verify as canonical fact. Interesting drift, but not strong enough to propose a delta. 3. The Quiet rotate one body among many in the docked ship NOT PUSHING 176 1773. The Quiet rotate one body among many in the docked ship NOT PUSHING 178 179 Drift ID: 6de42a94-8bae-48f1-4fb0-324f4f151370 180 Resonance scored: 0.45 (below threshold) 181 Status: remains accumulating 182 183Creative, consistent with canon, but only 6 players and not yet compelling enough to reshape the world bible. I'll keep watching. One delta pending your approval. The rest remain drift — unconfirmed, still accumulating. 184 185 186One delta pending your approval. The rest remain drift unconfirmed, still accumulating. 187 188 189 STEP 5 HUMAN APPROVES cascade ripples through 4 layers 190 191 · approved draining the cascade job 192 · cascade_status: {'bible': 'done', 'agents': 'done', 'content_pool': 'done', 'vector_store': 'done'} 193 · bible version 7 8 (delta certainty: canonical) 194 195The persistent lore bible has been updated in the database and will be used for all subsequent generations. 196 197The application queries all pregenerated artifacts that share a tag with the lore update, and triages them--they will be regenerated, retired, or left alone. 198 199 200 STEP 6 PLAYER NOTIFIED the world changed under them 201 202 · retcon Something alive breathes below level seven 203 204 205 full loop complete and the player path never touched an LLM. 206