Hello everyone,
Today we’re talking about something a bit special: HanaCore, the narrative AI engine we are prototyping for Hana. This devblog is more technical than usual, but the goal remains the same: to show you how we’re trying to build an MMORPG with enough interesting and believable content, while keeping production costs and development time under control so we don’t release the game in 20 years.
In an MMORPG, we often think first about combat, dungeons, and loot. But a big part of the experience comes from something more subtle: NPCs, their dialogues, the quests, and the way the world reacts to your actions.
The problem is that integrating all the quests we imagine takes a huge amount of time. And as soon as we want the world to adapt even slightly to the player, whether to their level, choices, reputation, or to offer multiple resolution branches, the workload skyrockets.
So we asked ourselves a simple question:
How can we reduce the time between “the writer imagines a quest” and “the quest is playable in-game”?
HanaCore is our answer to that question.
Before getting into the technical details, here is the simple idea:
The writer provides a short text. HanaCore generates:
The goal is obviously not to replace writers with AI. The goal is simple: to stop spending our evenings manually setting up dialogues, objectives, triggers, conditions, and NPC configuration. HanaCore does not replace writing. It replaces the technical “paperwork” that comes after.
The core philosophy behind HanaCore is:
It is here to assist the existing work, not to replace it. What you are seeing today is what we call:
HanaCore Maturity Level 1: Text → Game Content.
But having a system capable of integrating content automatically opens the door to other possibilities. We have imagined three maturity levels, from the simplest to the most ambitious.
Example of a writer prompt:
“Near the old bridge, a worried guard asks you to investigate a strange noise coming from the forest.”
From this one sentence, HanaCore can automatically generate:
This is the core of our prototype, and it already works.
Here, the world reacts slightly to what you do. Instead of relying only on a writer’s text, HanaCore uses your in-game actions.
For example, if you spend time fighting creatures in a swampy area, the game knows you are active in that region.
A young botanist might then approach you:
“You seem to know these swamps better than I do… Could you help me analyse another sample?”
This is not chaotic procedural content. It is based on:
Think of it as small, believable side quests that give life to the world.
This is the level that sparks the most discussion.
Imagine:
Another player starts a quest to free imprisoned bandits in the starting village. HanaCore knows you are nearby and that, based on your past choices, your playstyle is rather honorable.
A nearby NPC might warn you:
“Someone was seen near the prison. The innkeeper recognized him; it seems to be Ricosy. He might be planning something. Could you check it out?”
Your stories begin to cross. The world feels more organic.
And if the player who triggered the event logs out, HanaCore generates a clean resolution:
“The village calmed down during the night. No one knows what happened… but thank you for looking into it.”
This Level 3 is a long-term goal, but it explains why HanaCore is built as a complete system, not as a simple AI gimmick.
To simplify, HanaCore works like a small virtual narrative studio made of three main components.
It is the long-term memory of Hana’s world. It stores everything required to maintain coherence:
Thanks to this centralized memory, an NPC cannot mention a location that does not exist, a quest cannot require an item that is not in the game, and the lore remains consistent. The AI stays bounded by the writers’ and designers’ rules.
HanaCore uses multiple agents, each with a specific role. For example:
They work in a chain, like a small virtual narrative team. Each agent receives an input, processes it, verifies it, and sends it to the next.
This enables:
The event engine links player activity to what HanaCore can generate. It considers:
This is what makes Levels 2 and 3 possible.
NPCs can adjust their dialogue based on your progression, your achievements or your reputation, while staying completely consistent with the world.
We are not talking about infinite or random quests. The goal is controlled variations:
HanaCore is developed first and foremost for Hana as an internal tool to speed up our narrative pipeline.
But in the long term, it could also evolve into a product used by other studios or indie developers. Three directions are already being considered:
This is not our immediate priority, but it is a direction that could become interesting later on.
HanaCore may remain an internal tool for our game designers. Or it may become a key technical component that helps Hana stand out.
In any case, we move forward step by step. We test. We iterate. We listen to your feedback. And we keep what truly works.
Thank you for reading. Feel free to join the discussion on Discord. Levels 2 and 3 will likely spark some interesting debates.
See you soon,
LordEden