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AI Town Design Document

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AI Town Design Document

1. Project Overview

  • Type: A lightweight simulation + social + quest-based mini-game driven by multi-agent NPCs
  • Core selling points: NPCs "remember you" and collaborate with each other through dialogue; players can use community contribution points (earned by posting, submitting PRs, etc.) to obtain in-game currency and abilities, driving town events
  • Technology foundation: Godot 4 (Microverse-style) + multi-agent framework (O-R-P-A: Observe → Retrieve → Plan → Act) + local model first (with template fallback)

2. Goals (MVP)

  1. Single map + 3 NPCs (merchant / messenger / editor) + quest board (fetch / relay / check-in)
  2. Dialogue with short-term memory + end-of-day summary
  3. Minimal community integration: support entering a "redemption code" to receive coins / action points (future: automatic issuance via webhook)
  4. Use points (or redeemed coins) to trigger 2–3 visible world changes (discount day / extra quests / expanded dialogue budget)

3. Core Gameplay (Version 1)

  • Loop: Accept quest → Dialogue / collaborate with NPCs → Complete to earn coins / AP → Nightly summary generated → Events refresh next day
  • Uses of points / coins (pick 2–3 to implement first)
    • Unlock a discount day at the shop (all prices -10%)
    • Purchase action points (one extra quest per day)
    • Purchase dialogue budget (3 additional conversation turns with an NPC that day)
    • Trigger a theme-day announcement (published by the editor NPC; NPC dialogue becomes more active)

4. Open-Source Community Integration (Two Phases)

Phase A (MVP) — Redemption Code Verification

  • The community backend issues one-time redemption codes (containing point value and expiry); player enters code in-game → server verifies and voids → returns coins / AP
  • Advantage: No login or account binding required; maximally stable and ready to ship

Phase B (Mid-term) — Automatic Issuance via Webhook

  • Posts, PR merges on GitHub / the site trigger a Webhook → write to pending_rewards
  • Game launch or clicking "Sync" → fetch pending rewards → automatically credited
  • Optional: bind Steam / GitHub account for stronger identity verification

5. System Architecture (Minimal Modules)

  • Client (Godot)

    • Wallet (authoritative entry point for coins / AP)
    • TaskManager, DialogManager, MemoryManager, CharacterManager
    • TownEventBus (broadcasts shop open / midday break / close / theme day)
    • RedeemPanel (redemption code UI)
  • Services (can be merged into community backend)

    • /api/v1/redeem (one-time verification and voiding)
    • (Reserved) /api/v1/rewards/pending, /webhooks/github

Data Flow (MVP)
Community issues code → Player enters it in-game → redeem verifies → Returns coins / AP → Wallet credits → TownEventBus triggers discount / quest refresh

6. Scoring and Spending (Initial Draft)

ActionCommunity Points EarnedIn-game Conversion (Example)
Post approved+8080 pts = 400 coins
PR merged+8080 pts = 400 coins
Article featured+5050 pts = 1 "theme day" item

Conversion rates are stored in a config file; events can apply temporary bonuses (e.g., 1.2× on weekends)


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