This game was created using Godot 4.3 and is an RPG-based game where the player, as the main character, searches for plants in the forest, creates medicine from these plants and cures npcs from various diseases.
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├── audio/
├── characters/
├── components/
├── entities/
├── gameclips/
├── images/
├── maps/
├── scenes/
├── tilesets/
├── ui/
└── server.pyIn the year 2200, a catastrophic nuclear disaster ravages the world, wiping out 80% of the global population. The surviving remnants of humanity take refuge in the Magnus Province, led by the Nova Force. This is the background for our game, a thrilling adventure set in a world where survival is a daily struggle.
As newcomers to Godot, we faced a steep learning curve, especially with our semester exams looming in December. Despite the time constraints, we leveraged AI tools to maximize our productivity. We utilized:
- FLUX-dev for image generation
- Elevenlabs for audio generation
- Notebook LM to quickly grasp concepts, even using an 8-hour YouTube video as input
- Suno AI for creating background music
- AWS Bedrock for NPC dialogue
- AWS Q Developer to help write GDScript code
- AWS Lambda to host the ai server for dialogue
We also incorporated AWS tools, specifically Amazon Q, AWS lambda and Amazon Bedrock, to streamline our development process.
Amazon Q proved invaluable in generating Godot 4 scripts (GDScript), as most LLMs referenced outdated code (Godot 3 GDScript). Amazon Q, however, produced the latest version of GDScript, saving us significant time and effort.
Amazon Lambda was used to create a serverless API that leverages the Bedrock Runtime model to generate human-like text responses to user input prompts, allowing for scalable and cost-effective deployment of AI-powered text generation capabilities.
Amazon Bedrock was used to create engaging NPC conversations using the mistral.mistral-large-2402-v1:0 model. What sets our NPC conversations apart is that they're not just generic, repetitive phrases. Instead, they:
- Discuss real-world issues: Our NPCs talk about the consequences of war, the importance of renewable energy, and environmental concerns, adding a layer of depth and realism to the game world.
- Reflect the game's storyline: NPCs share stories and insights about the world's history, the nova officers, and the struggles of the surviving population, making the game's narrative more immersive and engaging.
- Provide contextual information: NPCs offer hints and clues about the game's world, helping players navigate the game and uncover its secrets.
- Exhibit emotional intelligence: Our NPCs display emotions and empathy, making their interactions feel more natural and human-like, which enhances the overall gaming experience.
Due to time constraints, we were unable to implement the following features, which we had planned to include:
- Communication system: enabling players to interact with NPCs across towns through radio communication
- Player cooking and hunger system: adding a survival mechanic to the game
- Trading system: allowing players and NPCs to exchange goods between towns
- More interiors: expanding the game's environments and exploration opportunities






