tayyabraza.com
003 · In development

Sequence RPG

A 3D RPG where every NPC is a distinct AI agent — spatial awareness, persistent memory, and autonomous in-world actions. The agent layer is feature-complete; the world itself is now being built around it.

The Idea

NPCs as persistent LLM agents.

Most game AI is a state machine dressed up as personality. Sequence RPG flips it: every NPC is a distinct LLM agent with its own goals, memory, and spatial awareness. They perceive nearby entities, overhear conversations within a radius, and reason about who said what to whom.

The agent layer is feature-complete — one SystemOrchestrator drives 20+ NPC archetypes via a composable prompt-component system. The current focus has shifted to the world itself: physics, villages, terrain, shaders, and the map they all live in.

Pillars

Four systems that make it feel alive.

01 · Portable Brain

One orchestrator, many personas

A single SystemOrchestrator drives every NPC via swappable prompt components. Personas hot-swap without rebuilding the agent loop.

02 · Spatial Awareness

NPCs see, hear, and reason

Perception system feeds nearby entities, overheard dialogue, and location/time context into every decision — so characters act in-world, not in a vacuum.

03 · Persistent Memory

They remember everything

Per-NPC daily session files with persona-filtered history. Talk to a shopkeeper today; he greets you by name tomorrow and recalls the haggle.

04 · Robust Parsing

Structured responses that don't break

4-method JSON extraction pipeline with automatic repair for malformed LLM output — reliable structured actions, even when the model improvises.

World

Building the world.

No concept art yet — I'm building assets directly. Early worldbuilding renders: terrain, character studies, and atmospheric tests.

Progress

Where it stands today.

Mar 2026

Project kickoff

SystemOrchestrator architected. First working agent loop drives a single NPC through dialogue and simple in-world actions.

Mar 2026

Composable persona system

Prompt-component layer lets one orchestrator drive 20+ NPC archetypes. Swapping personas no longer requires touching orchestration code.

Apr 2026

Perception + persistent memory

NPCs perceive nearby entities and overhear conversations within a radius. Per-NPC session files persist across playthroughs, filtered by persona.

May 2026

Agent layer feature-complete

The full AI layer — personas, perception, memory, multi-agent awareness — is working end-to-end. NPCs behave like NPCs.

Now

World & asset building

Designing the world the agents live in: physics, villages, terrain, the map, and the shaders that make it feel like somewhere.

Later

Playable demo

First town wired up end-to-end, cost-efficient inference budget per session, public playtest.