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Gorgonites

An AI-driven alternate history strategy game

"History is written by the victors. You decide who wins."

Vision

Gorgonites is a 2D strategy game that blends:

  • Real-Time Strategy - Command units, manage resources, wage war
  • D&D-style Narrative - AI dungeon master drives story and forces meaningful choices
  • Axis & Allies Strategic Depth - Grand strategy with historical weight

The AI narrator is not a helper—it's the game. It generates scenarios, presents dilemmas, narrates consequences, and watches your civilization diverge from our timeline into something entirely new.

Core Concept

The Timeline Engine

Every game begins at a chosen era:

  • Stone Age - Tribal survival, fire, first tools
  • Bronze Age - Early empires, chariots, written law
  • Iron Age - Classical civilizations, philosophy, legions
  • Medieval - Feudalism, castles, faith and steel
  • Renaissance - Gunpowder, exploration, printing press
  • Industrial - Factories, railways, nationalism
  • Modern - Total war, nuclear age, information era

Your choices compound. Discover gunpowder early? The Medieval period looks very different. Fail to develop writing? Your empire crumbles under its own complexity.

AI as Narrator

The AI doesn't just respond—it drives:

  • Generates historical scenarios with branching consequences
  • Creates characters, factions, and crises
  • Forces impossible choices ("Save the library or the granary?")
  • Narrates the ripple effects across generations
  • Tracks how far your timeline has diverged from reality

Divergence Score

A core metric tracking how different your world is from ours:

  • 0-20%: Familiar history with minor changes
  • 21-50%: Recognizable but altered (Rome never fell, China discovered America)
  • 51-80%: Radically different (No monotheism, Bronze Age never ended)
  • 81-100%: Alien world (Unrecognizable civilization paths)

High divergence unlocks stranger scenarios. Low divergence lets you "fix" history or optimize known paths.

Gameplay Pillars

1. Strategic Command (RTS Layer)

  • Control units on a 2D battlefield
  • Resource gathering and management
  • Base building appropriate to era
  • Tech tree that branches based on choices, not just research

2. Narrative Choices (D&D Layer)

  • AI presents scenarios between/during battles
  • Choices affect unit morale, tech paths, faction relations
  • Characters can become heroes or villains
  • No "right" answers—only consequences

3. Grand Strategy (Axis & Allies Layer)

  • Multiple factions competing across the map
  • Diplomacy, trade, espionage
  • Long-term resource and territory control
  • Era transitions as major game phases

Technical Stack

  • Engine: Macroquad (Rust) - lightweight, cross-platform 2D
  • AI Integration: LLM-powered narrator (local + API options)
  • Architecture: Entity-Component-System for game objects
  • Serialization: Serde for save states and timeline data

Project Structure

gorgonites/
├── src/
│   ├── main.rs              # Entry point and game loop
│   ├── lib.rs               # Library root
│   ├── game/                # Core game state and loop
│   ├── ecs/                 # Entity-Component-System
│   ├── systems/             # Game systems
│   │   ├── rts/             # Unit control, resources, combat
│   │   ├── narrative/       # AI narrator, choices, dialogue
│   │   ├── timeline/        # Era progression, divergence
│   │   └── strategy/        # Diplomacy, factions, grand map
│   ├── ai/                  # LLM integration
│   ├── rendering/           # Macroquad rendering
│   ├── ui/                  # Menus, HUD, dialogue boxes
│   └── assets/              # Asset loading and management
├── assets/                  # Game assets (sprites, audio, data)
├── docs/                    # Design documents
└── tests/                   # Integration tests

Development Roadmap

Phase 1: Foundation

  • Project scaffold
  • Basic macroquad game loop
  • Simple ECS implementation
  • Placeholder rendering

Phase 2: RTS Core

  • Unit spawning and selection
  • Movement and pathfinding
  • Basic combat
  • Resource system

Phase 3: Narrative Engine

  • AI integration (API calls)
  • Scenario generation
  • Choice presentation UI
  • Consequence tracking

Phase 4: Timeline System

  • Era definitions and transitions
  • Divergence scoring
  • Tech tree with branching
  • Historical event triggers

Phase 5: Grand Strategy

  • Multiple factions
  • Diplomacy system
  • Territory control
  • Victory conditions

Name Origin

The Gorgonites are the "enemy" toys from Small Soldiers (1998)—peaceful creatures forced into war by their programming. In this game, you're both the Gorgonites and the Commando Elite. The AI shapes the conflict, but you choose who you become.


Getting Started

# Clone the repository
git clone https://github.com/Gumbees/gorgonites.git
cd gorgonites

# Run the game
cargo run

# Run tests
cargo test

License

TBD

Contributing

This is currently a personal project. Design discussions welcome via issues.

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An AI-driven alternate history strategy game

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