d1f13d51a3
Replace the one-image-per-interaction model with scenes that hold multiple dialogue beats. The image regenerates only on scene-change actions; tapping through beats and in-scene choices are instant and zero-network. Squashed from #2: - feat: scene/beat architecture — decouple dialogue from image generation - fix: harden LLM-output parsing, prefetch lifecycle, and typewriter (PR review) - fix: dedupe beat ids; fallback narration on empty insert-beat (PR review #2) 🤖 Generated with [Claude Code](https://claude.com/claude-code)
92 lines
4.3 KiB
Markdown
92 lines
4.3 KiB
Markdown
# 云梦
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> An AI-driven visual novel painted by an AI, one scene at a time. You talk and explore within a scene; when the story turns a corner, it paints the next. You click. It paints. The story unfolds.
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---
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## How it works
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The story unfolds as a sequence of **scenes**. Each scene is one AI-painted background plus a short tree of **beats** — moments of narration, dialogue, and the occasional choice. You tap through a scene's beats and the image stays put; only when a choice leads somewhere genuinely new — another place, a new point of view, a jump in time — does the AI paint the next scene.
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```
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entering a scene
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│
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▼
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1. Text LLM directs the whole scene at once — a background prompt
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plus a tree of beats (narration / dialogue / choices)
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│
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▼
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2. Image model paints the background once, 16:9, no UI baked in
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│
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▼
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[ tap through beats — no model calls, instant ]
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│
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├─ in-scene choice ──────▶ jump to another beat (instant)
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│
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└─ scene-change choice ──▶ the next scene
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(usually pre-generated — see below)
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```
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While you're reading one scene, the engine **speculatively generates the scenes your choices could lead to** — and, for unavoidable next steps, the scene after that. By the time you pick a direction, its image is usually already painted, so the cut feels instant.
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Clicking the background itself (not a button) routes through a **vision** model: it reads where you tapped and decides whether you're exploring the current scene (it inserts a beat — no new image) or moving on (a new scene).
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There is no traditional game UI baked into the art. The AI paints the world in whatever style you pick — "stick figure on grid paper" or "cyberpunk noir" — and the dialogue panel and choice buttons are a light HTML layer drawn on top, tuned to sit over the scene.
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---
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## One-click deploy
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[](https://vercel.com/new/clone?repository-url=https://github.com/YOUR_USERNAME/yume&env=TEXT_BASE_URL,TEXT_API_KEY,TEXT_MODEL,IMAGE_BASE_URL,IMAGE_API_KEY,IMAGE_MODEL,VISION_BASE_URL,VISION_API_KEY,VISION_MODEL&envDescription=Three%20independently%20configurable%20providers.%20Any%20OpenAI-compatible%20endpoint%20works.&envLink=https://github.com/YOUR_USERNAME/yume%23environment-variables)
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After deploy, set the nine environment variables (see below) in your Vercel project. That's it.
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---
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## Environment variables
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Three providers, all independently configurable. Any OpenAI-compatible chat / image endpoint works (OpenAI, Anthropic via OpenAI-compat proxy, Gemini, OpenRouter, DeepSeek, local Ollama, …).
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| Provider | Variables | Recommended |
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|---|---|---|
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| Text · story director | `TEXT_BASE_URL` `TEXT_API_KEY` `TEXT_MODEL` | `claude-opus-4-7` via Anthropic |
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| Image · UI renderer | `IMAGE_BASE_URL` `IMAGE_API_KEY` `IMAGE_MODEL` | `gpt-image-2` via OpenAI |
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| Vision · click reader | `VISION_BASE_URL` `VISION_API_KEY` `VISION_MODEL` | `gemini-3-flash` via Google |
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See `apps/web/.env.example` for the exact shape.
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---
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## Local development
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Requires Node 20+ and pnpm 9+.
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```bash
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pnpm install
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cp apps/web/.env.example apps/web/.env.local
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# fill in the nine env vars
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pnpm dev
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# open http://localhost:3000
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```
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---
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## Project layout
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```
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yume/
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├── apps/web/ Next.js 16 app — pages + API routes
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└── packages/
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├── types/ shared TypeScript types
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├── ai-client/ unified OpenAI-compatible clients
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└── engine/ three-stage AI orchestration (open core)
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```
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`packages/engine` is the open core — pure TS, no Next.js or browser dependency. Import it directly to build your own visual-novel front-end (Tauri, Electron, CLI, anywhere).
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---
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## Cost & limits
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Each **scene** costs roughly **\$0.15–0.25** in API fees with the recommended model trio (one text + one image call); tapping through a scene's beats is free. To keep transitions instant, the engine also **pre-generates scenes you might pick but don't** — so real spend runs somewhat higher than the scenes you actually see. There is no rate limiting or auth out of the box — if you make your deployment public, your bill will reflect that. Add limits (and consider lowering the prefetch depth) before sharing widely.
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