[Showcase] AI Character Engine - Perfect NPC Consistency with Local Processing

I’ve built an open-source AI Character Engine that solves the biggest problem with NPC dialogue: personality consistency and long-term memory.

What It Does:
:white_check_mark: Never breaks character - maintains personality across 100+ exchanges
:white_check_mark: Remembers past conversations and player choices
:white_check_mark: Relationships evolve mathematically based on interactions
:white_check_mark: Handles multi-character dialogues naturally
:white_check_mark: 100% local - no API costs, complete privacy (Ollama + phi3)

Technical Features:

  • Local processing (4GB RAM requirement)
  • 8-12 second response times
  • Unlimited character scaling
  • Easy integration with game engines

Perfect For:

  • RPG NPCs with real personalities
  • Horror game atmospheric dialogue
  • Educational historical simulations
  • Any project needing consistent AI characters

GitHub: GitHub - Luciferjimmy/ai-character-engine: The AI Character Engine empowers developers to create deeply immersive AI characters with unbreakable personality consistency, conversation memory, and relationships that evolve naturally. Unlike cloud-based services, it runs entirely locally, offering complete privacy and zero costs—perfect for next-generation games, educational tools.

EMAIL - abhinaw00singh@gmail.com
Would love feedback from Unreal developers on integration approaches!

Demo Output (Horror Game Example):

ELIAS: “That cabin… some doors are better left unopened. My brother thought otherwise.”
MAYA: “The shadows there… they move when you’re not looking!”



This is a very interesting feature to explore. I would love to try it. But I want to know if this character has a set of dialogue directions? I’m thinking in the direction of whether the dialogue between the character and the player leads to a certain topic or conclusion that is fully scripted by the player, no matter how many branches it has; eventually, it leads to a final, scripted/hard-coded dialogue.

I think this will be much more convenient to use as a feature inside the game, as it will lead the player to game progression instead of casual talk. Anyway, I will definitely give it a try.