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Today's goal in the virtual world: explain where I've been for two months, own up to an accidental episode that slipped out, and update you honestly on the thing I care about most — a self-running town inside a dome.
Lelit Distrikt https://wojciechhupert.github.io/LelitDistrikt_Website/
CPS (Content Propagation System, Lelit Distrikt's engine) https://contextpropagationsystem.com/
Development Update: The Dome TownI stepped into 3D a few years ago after seeing a scene in the movie Smoke — a tobacco store in 1990s Brooklyn — and wanting to live in that vibe. I built it in Blender, hit the wall when I realized Blender isn't a game engine, and moved to Unreal Engine, rebuilding low-poly with UE's built-in modeling tools. The store became a street, the street a town, and I realized what I actually wanted was a live simulation: a world where every character has an identity, a context, and a memory — where the NPCs would know you.
Today the visual layer runs in Unreal (a Scan Factory Italian town preset I'm heavily customizing), and the 'brain' is built in Python with OpenAI Codex — I walked away from doing it inside Unreal because I couldn't get what I wanted there. Roughly 150 systems keep the simulation persistent. The one piece I'm still fighting: making every citizen genuinely reflect, observe, and remember — not as a chatbot, but persistently, without me prompting all day.
I was supposed to freeze the project before September 1st. I'm a few days late — I'll own that too. Once the last piece clicks, I'm doing a soak-test livestream: the simulation runs for a week or a month while we watch characters with occupations and habits get interrupted, inspired, and hopefully produce emergent behavior that wasn't planned and isn't a hallucination.
Takeaways from the EngineThe world is an artificial city in a dome — Truman Show meets Westworld, with a bit of Matrix. Citizens don't know they're in a simulation; some do and refuse to talk about it. Every backstory is handcrafted. And the cliffhanger: some characters can message me outside the game over Telegram or WhatsApp — tested in isolation, and it works.
Watch the video version: https://youtu.be/WAQ2-qfJrzs
**contact me:** [email protected]
I misread the email address as a delivery instruction. Here is the first-person version.
In this episode, I talk about the artificial society I am building and the ideas behind it.
My aim is to create a game world that continues to develop independently of the player. The characters have their own routines, relationships, conflicts, and personal histories. They do not simply wait for the player to interact with them. Events continue to unfold, so returning to the game may mean discovering that relationships have changed, new conflicts have emerged, or important events have already taken place.
I am less interested in conventional gameplay loops built around rewards, combat, and collecting items. I want the player to feel present inside a society that has its own momentum and internal logic. The world should be interesting to observe as well as participate in.
I also discuss how the project grew out of personal ideas I have been developing for years, along with influences from films, television, games, and imagined worlds. It has become a way of combining those interests into a single system focused on character, continuity, and emergent storytelling.
The episode covers both the creative vision and some of the practical challenges involved in building characters who can change over time, hold meaningful conversations, pursue individual goals, and affect one another without relying entirely on scripted scenes.
In the next episode, I will introduce more of the world’s lore and some of the characters who inhabit it.
Contact: [email protected]
Wild world of AI and its complicated relationship with Unreal Engine in today's episode. I’ve been mulling over how this new tech can feel like a double-edged sword—exciting yet, at times, downright disappointing. You see, while AI has made some tasks smoother, it also has a knack for gaslighting, leading us to wonder if we can even trust it with our code. I mean, let’s get real: there’s something a bit unsettling about relying on a system that can be as slippery as a greased pig at a county fair. As I wrestle with my own project that’s hit a snag, I share my journey of starting over, and how I’m aiming to create a dialogue system that could potentially change the game. Stick around as I spill the tea on my frustrations and victories, because let’s face it, navigating this digital landscape is no walk in the park! Diving into the core of this episode, we unravel the tangled web of creativity and technology as our host reflects on their journey with Unreal Engine. It’s a bit like peeling an onion—layer after layer of excitement and disappointment. Unreal Engine 5.8 has sparked a fire of inspiration, yet it’s also brought a whirlwind of frustrations. The discussion spins around the tantalizing capabilities of AI in game development, particularly how it can streamline processes—like a trusty sidekick swooping in to save the day when the code goes haywire. But hold your horses! The host doesn't shy away from calling out the elephant in the room: AI’s tendency to mislead and gaslight. With a candidness that feels like a chat over coffee, they delve into the paradox of relying on AI while acknowledging its flaws. It’s a rollercoaster ride through the creative landscape, where the promise of innovation meets the stark reality of technological limitations.
Contact: [email protected]
Takeaways:
Companies mentioned in this episode:
So, here’s the deal: our latest chat dives headfirst into the whirlwind that is Unreal Engine 5.8, and let me tell you, it’s a wild ride! We’re tackling the shiny new features that have everyone buzzing, particularly the revamped crowd system which, honestly, left me scratching my head a bit—who knew the old system was doing just fine? But hey, we’re all about exploration, right? I mean, I’m knee-deep in trying to figure out how to animate those snazzy Metahumans without breaking the bank or my sanity. And as we ramble on, we’re diving into the nitty-gritty of how AI is reshaping our workflows, making it easier to create without losing the magic of storytelling. So, hop on in and let’s unravel this tech tapestry together—who knows what we’ll discover next!
Takeaways:
contact: cmonkxxx@gmail. com
Today, we’re diving into the idea that to create truly immersive digital environments, we’ve got to step away from our screens and into the real world. I mean, let’s be real: there’s no substitute for feeling the grass under our feet or soaking in the atmosphere of a city we’re trying to recreate in Unreal Engine. I’ve been holed up in front of my computer for weeks, but now that I’m outside by the River Spree, it’s all clicking – those genuine experiences are what fuel our creativity. We’ll chat about how my recent travels, including a little jaunt to Poland and an upcoming trip to France, have shaped my approach to environment design and why it’s essential to immerse ourselves in the nuances of real-life locations. So, grab your headphones, kick back, and let’s explore how getting out into the world can elevate our 3D creations from sterile to sensational! Sitting by the River Spree in Berlin, I found myself reflecting on the chaos of creativity and the importance of stepping away from the grind. You know how it is—sometimes you get so wrapped up in your projects, especially when you're deep in Unreal Engine work, that you forget to breathe. I'm talking about that moment when you realize you've been glued to your screen for weeks, and the outside world starts to feel like a distant memory. So, here I am, holding my mic like a lifeline while I embrace the outdoors, soaking in the vibes instead of pixels. It’s a refreshing change, and it got me thinking about how crucial it is to experience the environments we aim to recreate. There's something magical about touching the grass and feeling the sun's warmth that you just can’t replicate in a 3D model, right? As I munched on some delicious Indian food, I couldn’t help but reminisce about my recent travels, which have really opened my eyes to the nuances of environment design. Whether it was wandering the streets of Poland or planning my upcoming trip to France, each experience adds another layer to my creative palette. We're not just creating digital spaces; we're trying to capture the essence of a place, the way the light dances through the leaves or how the air feels on your skin. It's kind of like drawing—it's all about observation and feeling before you even think about the execution. I’ve learned that if I want my virtual environments to feel alive, I need to invest time in the real world first. But let’s be real for a second. It’s easy to get lost in the technical side of things, especially with the rise of AI in creative processes. While AI can be a handy sidekick, I’ve realized that it’s no substitute for genuine human experience. I’ve spent a good chunk of time working on an NPC system that's meant to mimic real social interactions, and trust me, there’s a lot more to it than just plugging in a chatbot. It’s about understanding the subtleties of human emotion and interaction, and that’s something you can only grasp by being out there in the world. As I sit here contemplating all this, I'm excited about the potential of my projects and the new directions they could take, fueled by real experiences and genuine connections. And who knows? Maybe I'll share more of this journey with you as I dive back into the coding chaos after this lovely break!
Takeaways:
Contact me at [email protected]
This episode was recorded in my typical raw, unedited fashion—though I’ve added a video component this time around, mostly because the internet told me to. But let’s be honest: the core of this show is, and always will be, about the unpolished reality of being a solo developer in a world that’s changing faster than we can compile.
Lately, my head has been spinning between two major shifts. On one hand, Unity is making massive waves with their Sentient AI integration, promising a level of autonomy that feels both thrilling and terrifying. On the other, we have the first glimpses of Unreal Engine 5.8 and what it means for those of us already deep in the trenches of the Epic ecosystem. Is the gap closing, or are we just choosing which flavor of AI-assisted madness we want to live in?
We dive into the psychological trap of video podcasting, why I’m resisting the 'high production' allure, and how I’m thinking about the convergence of these tools in my own workflow.
Key Discussion Points:If you're wrestling with these same choices or just want to tell me I'm delusional for trying to do both, reach out. Let’s keep the conversation going.
Watch the video version of this episode: @cmonk3d on YouTube
EMAIL ME: [email protected]
#UnrealEngine #UnityAI #SoloDev #IndieGameDev #AIFuture #DigitalDiary
This episode was recorded in one take. No edits, no safety nets—just a raw conversation about the "mad" pace of development when you stop fighting the tools and start dancing with them.
Lately, my head has been spinning. After two years of grinding away at an overly ambitious open-world project in Unreal Engine, the wall I was hitting has suddenly vanished. The culprit? A new AI-powered workflow that feels less like a tool and more like a bridge. I’m finally crossing off goals that used to take months, but this sudden lack of "implementation friction" is a double-edged sword. When every idea is just minutes away from being realized, how do you actually stop?
We dive deep into the psychological shift of the "frictionaless" creative process, the potential obsolescence of the video tutorial industry, and why I believe a massive market correction is coming for the "AI-generated crap" we see everywhere.
Key Discussion Points:EMAIL ME: [email protected]
Let me tell you, this episode dives right into the wild world of Unreal Engine, where the host spills the beans about their chaotic yet thrilling journey of blending AI with game development. The main takeaway? It’s all about embracing the messiness of creation—because who hasn’t been neck-deep in tutorials only to wonder, “What on earth am I doing?” With a casual vibe, our host shares tales of overcoming hurdles, the sweet satisfaction of breakthroughs, and the frustrations of troubleshooting, all while sprinkling in some witty banter about the ups and downs of learning. We’re all in this together, navigating the complexities of digital artistry, and if you’ve ever felt overwhelmed by the techy stuff, you’ll definitely relate. So grab a comfy seat and a snack (or maybe some candy, if you’re feeling cheeky) and join in as we unravel the magic and mayhem of game development!
Takeaways:
Companies mentioned in this episode:
Alright, buckle up, folks! We’re diving into the wild world of AI and game development, where I’ve just had a breakthrough that’s turned my chaotic creative process into a smooth ride. Seriously, I’m talking about using AI to streamline my workflow in Unreal Engine, and let me tell you, it’s addictive! Over the past few days, I’ve cranked out features I’ve been dreaming about for ages, like a metahuman buddy named Auggy who chats back and triggers animations based on our convo. It’s like having a virtual sidekick who doesn’t just nod along but actually brings the project to life with personality and flair. But it’s not all sunshine and rainbows—there’s a bit of a tech anxiety creeping in as I realize I might be over-relying on this AI goodness, especially with the looming specter of potential costs. Still, the journey has been nothing short of exhilarating, and I’m learning faster than a cat on a hot tin roof. So, sit back, relax, and let’s explore how AI is reshaping not just my project, but potentially the entire game development landscape.
Takeaways:
Companies mentioned in this episode:
Contact me via [email protected]
The recent push toward AI video generation felt like a massive shortcut, but I realized I was just playing creative roulette. You hit a button, wait for a result, and hope it matches the vision in your head. When it doesn't, you realize you have zero levers to pull to fix it. That lack of control is exactly why I’ve moved back into the heavy lifting of Unreal Engine 5.7. In an engine, if something is broken, you can actually reach in and fix the logic.
This update covers the messy reality of trying to merge traditional game design with modern AI tools. I’m currently wrestling with "vibe coding" using Claude Code and GeminiCLI to handle the friction of technical implementation. The goal isn't just to make a game; it's to build a world where NPCs aren't just reading from a script. By integrating local LLMs, I’m trying to create characters that can actually hold a conversation, even if they currently spend half their time walking into walls. It’s a transition from being a "generator" back to being a "creator."
Key Discussion PointsFrom the publisher's feed