I released a local LLM-powered RPG where generated NPCs, locations, items, and quests persist as in-game objects
Mirrored from r/LocalLLaMA for archival readability. Support the source by reading on the original site.
| In this game, NPCs, locations, items, quests, and other elements are generated not as one-off text, but as persistent in-game objects. The LLM handles dialogue, narration, situational interpretation, quest progression, and similar parts of the experience. Meanwhile, the game system manages the RPG structure itself, such as inventory, equipment, party members, combat, and saves. Generated NPCs and locations are stored in the world, so you can meet the same character again later or return to a place you previously visited. Items are also treated as actual in-game objects, not just descriptions, so they can be owned, equipped, sold, and saved. The goal was to use local LLMs not as a chatbot, but as a component that helps build and drive the RPG world itself. The game is still experimental and has rough edges, but I wanted to share it as one example of using local LLMs inside an actual RPG loop. I’m the developer, so this is self-promotion, but I thought the idea would be relevant to this community. Store page: https://store.epicgames.com/p/instantale-2cfd4c [link] [comments] |
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