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Chronos Demo 0.1v — Persistent NPC Memory Example

From non-persistent NPC logic to persistent world memory — with only a small Chronos SDK integration.

This demo shows how a simple non-persistent NPC interaction can become persistent using the Chronos SDK.
The game sends events, Chronos stores memory, derives NPC state, and restores that behavior across sessions.


Demo Repository

Full demo project:

Demo Scene

https://github.com/enginechronos/chronos-demo

This repository contains the minimal Godot integration used to demonstrate persistent NPC behavior using Chronos.


What this demo proves

  • A game can send simple gameplay events to Chronos
  • Chronos automatically derives NPC state
  • NPC behavior persists across sessions
  • The same game logic can be tuned later through server-side rules

Demo flow

  1. Player interacts with the guard
  2. Game sends a Chronos event
  3. Chronos stores world memory
  4. Brain derives new NPC state
  5. Guard behavior changes
  6. After reopening the game, the guard still remembers

Minimal SDK calls used in this demo

Chronos.append_event(...)
Chronos.connect("npc_state_updated", self, "_on_npc_state_updated")
Chronos.get_npc_state("guard_1") # initial load

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