Opening the room

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The Cursed Canvas

A lightweight AI-driven text adventure

Players enter a cursed museum, explore three painted worlds, complete tasks, and converse with AI-driven artist characters. It is also my most complete experiment in narrative, aesthetics, and technical boundaries.

Starting point

This project studies the role of generative AI inside a narrative system. The player enters a cursed museum and explores worlds formed by The Starry Night, The Great Wave off Kanagawa and Impression, Sunrise, where dialogue, quests, and space advance the story together.

Role and constraints

I led project design and full-stack development. Within a course schedule and a two-person team, the browser-based work combines an API, a local language model, and a lightweight classifier with one persistent game state.

Completed work

The current version includes session persistence, inventory and quest tracking, NPC dialogue memory, and Markdown / PNG story export. The repository includes run instructions; later records will add demonstrations, tests, and a design retrospective.

Process & Decisions

How the direction converged

Key Decision

Judging directions by continuity

Situation
Different interface and narrative directions were retained and compared during development.
Decision
Keep the direction in which dialogue, quests, and scenes advance the story together.
Reason
Choices were judged by atmospheric continuity, character credibility, and whether player actions changed the later experience.
Observed result
The current version places sessions, inventory, quest tracking, and character memory inside one persistent state.

Project evidence

Public code
Modular web game with complete run instructions
Experience structure
Three painted worlds, quest tracking, character memory, and story export