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jikeokwu/lagos-stories

Type de record:

software
Créateur:
jik
Hôte:
Lagos Stories - An AI-first life simulation game set in Lagos, Nigeria # Lagos Stories **An AI-First Simulation Game Set in Modern Lagos** ## 🎮 What is Lagos Stories? Lagos Stories is a text-based AI-first simulation game that pushes the boundaries of emergent narrative and gameplay. Drawing inspiration from Dwarf Fortress and The Sims, it creates a living, breathing Lagos city where: - **AI acts as game master**, interpreting player intent and generating events dynamically - **Real-world Lagos setting** - No fantasy, just urban life, politics, economy, and relationships - **Total player agency** - Do anything plausible, the world reacts systemically - **Privacy-first** - Strictly local-only LLM inference, no cloud dependencies - **Deep simulation** - Complex systems prioritized over accessibility ## 🚀 Current Status > **Recovery note (July 2026):** the local working copy was lost in a drive > failure; surviving artifacts and the rebuild record live in > docs/RECOVERY.md. A complete generated world from the > lost build ships in `data/recovered/` and is imported into the worlds list > on first run. ### ✅ Database Layer - **14 SQL tables** (NPCs, relationships, events, memories, organizations, memberships, locations, items, districts, world state, instances, …) with JSON columns for nested attributes - **DatabaseManager** autoload (`DB`) with a comprehensive typed API - Per-world databases at `user://worlds/ /lagos_stories.db` **Location**: `database/schema.sql`, `scripts/core/database/database_manager.gd` ### ✅ World Generation at Scale Seeded, config-driven, multi-pass generation (districts → families → organizations → locations → NPCs → relationships → history): - Benchmark world (seed 42, target 300): **310 NPCs, 173 locations, 34 organizations, 3,254 relationships, 1,719 events, 1,630 NPC memories, 407 items across 3 districts — generated in ~4.4s** - Value/appearance inheritance across generations, demand-based orgs, need-based locations, post-generation validation with auto-fixes (unhoused NPCs get a residence) - …