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🌎 World Builder

Incrementally build a game world. Each queue run adds a new location, character, or item — all stored in memory and cross-referenced for consistency. The PromptTemplate makes it easy to swap entity types with named variables.

Nodes 8
Agents 1
Agent ID world-builder@localhost
Key Feature PromptTemplate
Recall PromptTemplate LLM ToolParser

Pipeline Flow

Recall existing world → PromptTemplate fills in entity type → LLM generates → ToolParser saves to memory.

Identity
Setup
world-builder@localhost
Context
Recall
all memories
Prompt
SystemPrompt
world designer
Template
PromptTemplate
{a}=type {b}=name {c}=style
Generate
LLM
create entity
Parse
ToolParser
save location/char/item
Display
TextDisplay
world entry
Display
Tool Results
stored items
World Context Template + Generate Parse + Display

Key Features

🔧

PromptTemplate Variables

Use {a}, {b}, {c}, {d} to parameterize the prompt. Swap "tavern location" for "ancient temple" or "magic sword" without rewiring the graph.

🌎

Incremental Growth

Each queue run adds one element. The agent reads ALL previous memories, so "The Ember Hearth" tavern knows about characters who live nearby and items stored inside.

🔗

Cross-References

The system prompt instructs the LLM to link characters to locations, items to owners, and lore to places. Memory becomes a knowledge graph over time.

Example: Building "The Ember Hearth"

Run 1: Create a tavern location named "The Ember Hearth"
→ Stored: location-the-ember-hearth (description, atmosphere, connections)

Run 2: Create a character named "Grimjaw" (change {a} to "blacksmith character")
→ Stored: character-grimjaw (references The Ember Hearth as regular haunt)

Run 3: Create an item named "Sunforged Blade" (change {a} to "legendary weapon")
→ Stored: item-sunforged-blade (created by Grimjaw, displayed at The Ember Hearth)