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Casa de Lgin: a game concept

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Casa de Lgin is an early design for a light, comedic “comfort game” in which you manage a group of adults and teenagers trying to fix up a neglected garden plot with a house on it.

To win a level you need every important object in good condition at the same time: plants, fence, windows, compost bin, septic tank and so on. That’s harder than it sounds. The garden keeps growing over and finished repairs slowly fall apart, so the order of the jobs starts to matter.

Characters with a mind of their own
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The main idea is limited autonomy. Characters don’t simply carry out what the player tells them to do. An AI model first reads each order through the personality, skills, fatigue and motivation of the person who got it, and then picks one reaction out of a closed set: accept, refuse, postpone, do part of it, do something else, or ask for a tool or for help. All of the world simulation stays deterministic and lives in game code, and the model is only there to choose between allowed decisions. Characters can also learn new skills by working next to more experienced ones.

Casa de Lgin: an AI model reads the player order through the character, picks one reaction from a closed set, and deterministic game code runs the resultplayerorderAI modelreads the order throughpersonality, skills,fatigue, motivationpicks one from a closed setacceptrefusepostponedo part of itdo something elseask for a toolor for helpworld simulation stays deterministic, in game code
How an order becomes an action: the model only chooses from allowed reactions

Where it is
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As a first step I want to build a small vertical slice in the garden with three characters and 5 to 10 tasks, each of them with a duration and a rate of decay. For now there’s a design document, notes from players, concept art and a Blender scene of the plot, but no game code yet.

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