u/Nynaleath555

📜❗Quest Director: Help, I Don't Know How to Move Forward 🥲

📜❗Quest Director: Help, I Don't Know How to Move Forward 🥲

Hey everyone! 👋

I'm making this post because I've spent the last few days trying to develop a script for the community and for my own scenarios, but since I'm still pretty new to programming, I just can't seem to get it working. I'm also having a really hard time figuring out what's going wrong and how to fix it.

I think I'm going to give up on the project, but since I always intended it to be open-source anyway, I've decided to make everything I've worked on so far available on my GitHub.

Maybe someone with more programming experience will find it useful as inspiration, or perhaps someone will want to pick it up, modify it, or build something better out of it!

My only request is that if anyone manages to finish this project (or create something similar), please let me know! I'd also really appreciate it if you could release it under the MIT license or something similar, since my original goal was to make a free, open-source script that anyone could use in their own scenarios, including published ones.

👇 Below are some more details about the original idea and a link to the GitHub repository.

📜 What was Quest Director supposed to do?

Quest Director was originally meant to be a dynamic, optional quest system for AI Dungeon.

The idea was to give players a little direction whenever they felt stuck in a scenario, allowing the AI to introduce new objectives that actually made sense within the story by drawing from existing History Cards and world lore.

More importantly, I wanted it to be a way to make interesting things happen naturally during gameplay.

One thing I've noticed is that the AI tends to ignore Story Cards unless they're specifically triggered. This can make it pretty difficult for a story to develop organically.

For example, you could have tons of cards describing dangerous characters, rival organizations, ongoing conflicts, and other threats, but unless you explicitly mention those things in Plot Essentials or trigger the relevant cards yourself, the AI might never actually introduce any of them into the story.

So even when there's plenty of interesting lore in your scenario, the world can end up feeling strangely static.

Quest Director was supposed to help solve that problem by occasionally using the world's existing lore to introduce optional quests, conflicts, and opportunities for the player.

⚙️ How was it supposed to work?

The basic idea was something like this:

🎮 Player continues playing normally
                  │
                  ▼
❓ Is this a good moment to introduce a quest?
                  │
           ┌──────┴──────┐
           │             │
          NO            YES
           │             │
           ▼             ▼
    Continue playing   🎲 Roll for a quest
           ▲             │
           │      ┌──────┴──────┐
           │      │             │
           │     FAIL         SUCCESS
           │      │             │
           │      ▼             ▼
           └──── Continue    📚 Quest Director
                 playing     checks world lore
                             and History Cards
                                  │
                                  ▼
                          🧠 Generate a quest
                          based on existing lore
                                  │
                           ┌──────┴──────┐
                           │             │
                       NO SUITABLE     VALID QUEST
                          QUEST           │
                           │              ▼
                           │       📜 Add quest to
                           │          active quests
                           │              │
                           │              ▼
                           │       🎮 Player continues
                           │          the adventure
                           │              │
                           │              ▼
                           │       ❓ Has the player
                           │          completed it?
                           │              │
                           │       ┌──────┴──────┐
                           │       │             │
                           │      NO            YES
                           │       │             │
                           │       ▼             ▼
                           │   Keep quest    ✅ Mark quest
                           │     active       as completed
                           │       │             │
                           └───────┴─────────────┘
                                   │
                                   ▼
                          🔄 Continue playing

Of course, the actual system was supposed to be a bit more sophisticated, with configurable quest probabilities, cooldowns, a limit on active quests, quest tracking, and a Story Card displaying the player's current objectives.

The important part was that quests would be optional and wouldn't constantly interrupt the adventure. They'd simply provide opportunities for the story to move forward, using characters, factions, locations, and conflicts that already exist in the scenario.

And if the system decided it wasn't a good time for a quest, or couldn't find anything suitable in the lore, it would just leave the player alone and let the story continue normally.

Unfortunately, while I managed to get some parts of the script working, I never got the whole system to function reliably. 🥲

💻 GitHub Repository

🔗 https://github.com/Nynaleath555/Quest-Director

Everything I've worked on so far is available there for anyone who wants to take a look, experiment with it, or use it as a starting point.

Anyway, I hope this abandoned project ends up being useful to someone, even if it's just as inspiration for something better. 🥲

I guess that's what happens when you have way more ideas than programming skills LOL 😅

Thanks for reading! ❤️

u/Nynaleath555 — 4 days ago

My entry for the October theme — The Silent Hero

Hey everyone! I wanted to share what I came up with for this month's theme in case anyone is interested in giving it a try.

I’ve always wanted to make a superhero story, but I didn’t really want to do the usual “you discover your powers and become a superhero” story.

Instead, I wanted to start after the superhero story had already happened.

In The Silent Hero, you were once a superhuman who fought alongside other heroes, defeated the greatest threat the world had ever seen, and ultimately saved the world.

But in order to prevent that villain from ever existing, you travelled back in time and changed the past.

When you returned to the present, you discovered that you had changed much more than you expected.

The war never happened. Your friends never became heroes. The people you lost are alive again. Nobody remembers what you did.

And now you're just... another person.

Except you're also the only superhuman left in the world.

From there, the story is about deciding what you want to do with your second chance. You can hide your powers and try to live a normal life, become the hero you once were again, take a darker path, or find something completely different.

The October theme was what finally gave me the excuse to make this idea. I wanted to create a superhero story for a while, and the focus on psychic powers felt like the perfect opportunity to do it.

🔗 The Silent Hero:
https://play.aidungeon.com/scenario/LG3oETYRw8wB/the-silent-hero

I hope you enjoy playing it! If you have any suggestions, run into any problems, or find something that doesn't work as intended, feel free to let me know here or leave a comment on the scenario. I'll be happy to use the feedback for future updates.

And I'm also really curious to see what everyone else comes up with for the October theme. There are already so many different ways you could approach the idea of psychic powers, so I'm looking forward to seeing what the community creates!

u/Nynaleath555 — 25 days ago

A couple of scripts I made to improve relationships in AI Dungeon

Hey everyone! I wanted to share a couple of scripts I’ve been working on for my own scenarios that I thought might be useful to other people too.

One thing I’ve noticed while playing is that AI can sometimes handle relationships in a way that feels a bit forced. Characters may suddenly become interested in the player, develop feelings that don’t really fit what has happened, or act in ways that contradict their personality just because the AI seems to be trying to move the relationship forward.

I started making scripts to experiment with ways of making relationships feel a bit more gradual and reactive to what actually happens during an adventure.

So I’ve made both of these scripts free to use, and you’re welcome to experiment with them in your own scenarios:

🔹 Basic Relationship System — https://play.aidungeon.com/script/ugl5TAztIW7Y/nynaleaths-basic-relationship-system?share=true&published=true

🔹 Complex Relationship System— https://play.aidungeon.com/script/sQR95B7B0xy1/nynaleaths-complex-relationship-system-is?share=true&published=true

They’re still works in progress, so if you find a bug, have an idea, or notice something that could work better, feel free to let me know. I’d be happy to use that feedback for future updates.

I’m currently using these systems in some of my own scenarios as well, including 📁Framed, a spy/mystery scenario with relationships, and 🎼The Melody Next Door🎶, a more relaxed slow-burn dating/life scenario, if you want to see how they work in an actual adventure.

Hope they’re useful, and have fun experimenting with them!

u/Nynaleath555 — 26 days ago

New AI Dungeon creator here

👋Hey everyone! I’m pretty new to the AI Dungeon creator community, so I thought I’d finally introduce myself.

I’ve been playing AI Dungeon for a while, and I’ve spent quite some time creating and playing my own scenarios just for myself. Recently, I got inspired to start sharing some of them with the community and see what other people think about the things I’ve been making.

Along the way, I also started creating scripts based on things I’ve noticed from my own experience with AI Dungeon. One of the areas I’ve been particularly interested in is relationships.

I’ve often found that, even when a character is well defined through a Story Card, the AI can sometimes force relationships in a way that feels unnatural just because it seems to be trying to please the player. It can also invent or assume personality traits, feelings or behaviors that don’t really fit the character.

So I started experimenting with scripts to try to address some of those issues and make character relationships feel a little more consistent and reactive to what actually happens during an adventure.

I’ve made my scripts free to use, and I’m completely fine with people experimenting with them, modifying them, or using them in their own scenarios. At the end of the day, I make this stuff because I enjoy it, so if something I create ends up being useful to someone else, that’s a bonus.

Right now I’ve been working on relationship systems such as Basic Relationship and Complex Relationship, alongside scenarios in a few different genres. I’m still learning a lot about scripting and scenario design myself, so I’d love to hear what other creators think.

If you find a bug, run into a problem, have a suggestion, or just think something could work better in one of my scripts or scenarios, feel free to contact me here on Reddit or leave a comment directly on the scenario/script in AI Dungeon. I’ll do my best to look into it and potentially include fixes or improvements in future updates.

Anyway, that’s me! Nice to meet you all, and I’m looking forward to seeing what everyone else is creating too.

My AI Dungeon profile:
Nynaleath1802158

reddit.com
u/Nynaleath555 — 26 days ago