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reddit · SideProject · 56 分 ← 返回列表

Stop spending 80% of your dev time writing dialogue trees

I spent the last quarter building a combat system and a world map, only to realize I was spending more time in spreadsheets mapping out dialogue branches than actually coding the game. It felt like I was a writer first and a dev second. I decided to automate the "connective tissue" of the story. I built Mythio to let me define the *intent* and *personality* of a character, and let the engine handle the actual phrasing based on the game state. Current state: - Integrated in

五维评分

付费意愿
55
需求真实度
55
个人可落地
65
竞争空间
35
新鲜度
60

AI 分析

痛点:独立游戏开发者大量时间耗在手工编写和梳理对话树,NPC难以根据游戏状态动态回应。

目标用户:独立游戏开发者、叙事设计师、小型游戏工作室,尤其是使用Unity/Unreal/Godot的solo开发者。

证据:I was spending more time in spreadsheets mapping out dialogue branches than actually coding the game. ... Saved me roughly 20 hours of manual writing per quest line.

变现:按席位/项目订阅的API或SDK工具,免费额度+付费运行时;或Unity/Unreal/Godot插件一次性授权+云服务订阅。

MVP:做一个Unity/Godot插件或轻量Web编辑器:导入角色卡与任务目标,连接游戏状态变量,用LLM生成有边界的对话,重点解决分支一致性和可回滚,支持导出JSON/Ink/Yarn。

竞品:Ink、Yarn Spinner、Twine、articy:draft、Dialogue System for Unity、Charisma.ai、Convai、Inworld AI

摘要:开发者因花80%时间在表格中梳理对话分支,做出Mythio:输入角色意图和性格,由引擎根据游戏状态生成措辞,并声称每条任务线节省约20小时手工写作。帖子在问indie社区是否接受AI-heavy方案,尚无付费或第三方采用数据。