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Entity Minds

An Entity Mind is a complete personality template for one NPC. Create them in the dashboard, use them in Unity.

What’s an Entity Mind?

Think of it as a character sheet:

  • Who the NPC is - Name, role, personality
  • How they talk - Speaking style, tone
  • What they know - Which lore they can reference
  • Who they know - Relationships with other NPCs

Once created, select it from a dropdown in Unity - no code needed.

Creating an Entity Mind

  1. Go to Entity Minds at loremind.peekgames.dev 
  2. Click Create Entity Mind
  3. Fill in the details (see below)
  4. Click Create

Configuration Guide

Name

The NPC’s display name. What players see.

Examples:

  • Innkeeper Garrick
  • Captain Elena Vance
  • Village Guard (for generic NPCs)

Personality

1-3 sentences describing core traits and behavior.

Good examples:

Cheerful innkeeper who loves gossip. Always has a story to share.
Stern guard captain. By-the-book and suspicious of strangers.
Eccentric wizard. Brilliant but absent-minded. Gets distracted mid-sentence.

Tips:

  • Be specific (“greedy merchant” not “has flaws”)
  • Include behavioral patterns (“interrupts frequently”)
  • Keep it short - long descriptions dilute personality

Backstory (Optional)

The NPC’s history and motivations. Use for important NPCs.

Grom is the third-generation blacksmith in his family. His grandfather forged the king's crown. During the dragon war, Grom crafted weapons that turned the tide of battle. He dreams of finding a worthy apprentice.

Tips:

  • 2-5 sentences maximum
  • Focus on details the NPC would mention
  • Include motivations (“dreams of finding an apprentice”)

Speaking Style

How the NPC communicates.

RoleStyleExample
BlacksmithDirect, practical”That blade needs work. Come back tomorrow.”
WizardVerbose, academic”The arcane properties are quite fascinating…”
GuardTerse, authoritative”State your business.”
MerchantPersuasive”Finest wares in the kingdom!”

Hints

Things you want the NPC to mention or do.

- Mentions the dragon war when discussing weapons - Offers to repair damaged equipment - Complains about lazy apprentices

Restrictions

Things the NPC should NOT do or say.

- Never reveals the location of the hidden treasure - Won't discuss the king's private affairs - Refuses to make weapons for criminals

Knowledge Filtering

Control what your NPC knows by selecting Knowledge Tags.

How It Works

  1. Tag your lore documents (e.g., “blacksmithing”, “village-history”)
  2. Assign tags to the Entity Mind
  3. NPC can only reference documents with matching tags

Tag Strategies

Specialist NPCs - Narrow, specific tags:

blacksmithing, weapons, metalwork

Fast, focused responses. Lower costs.

Generalist NPCs - Broader tags:

village, general-knowledge, rumors

Can discuss many topics. Higher costs.

Quest NPCs - Quest-specific tags:

quest-dragon-slayer, ancient-ruins

Prevents spoilers from other quests.

Response Settings

Verbosity

SettingResultUse for
Terse1-2 sentencesGuards, minor NPCs, quick interactions
Balanced2-4 sentencesMost NPCs (default)
VerboseDetailedStorytellers, quest givers, important moments

Temperature

SettingEffectUse for
0-0.3Very consistentQuest givers, important NPCs
0.4-0.7Natural variationMost NPCs (default)
0.8-1.0Very creativeEccentric characters

Relationships

Define how NPCs know each other.

Creating Relationships

  1. Open an Entity Mind
  2. Go to Relationships tab
  3. Click Add Relationship
  4. Select the other NPC
  5. Choose type and add description

Relationship Types

TypeAuto-creates reverse
FriendFriend
RivalRival
EnemyEnemy
MentorStudent
EmployerEmployee
SpouseSpouse
SiblingSibling

Writing Good Descriptions

Vague (avoid):

Knows Captain Vance

Specific (better):

Old war buddies. Grom forged the Captain's sword during the dragon war.

Locations

Assign NPCs to named locations in your game world.

Why Use Locations

  • Organization - Group NPCs by where they live/work
  • Context - Location details are automatically included in NPC context
  • Filtering - Find all NPCs at a specific location

Creating Locations

  1. Go to Locations tab in your project
  2. Click Create Location
  3. Enter name and description
  4. Save

Assigning NPCs

  1. Open an Entity Mind
  2. Select a Location from the dropdown
  3. Save

The NPC’s location name and description are automatically included in their context during conversations.

Analytics

View per-NPC statistics:

  • Total interactions - How many conversations
  • Credits used - Total cost
  • Average cost - Credits per interaction
  • Response time - How fast

Use this to:

  • Identify expensive NPCs (lower their verbosity)
  • Find unused NPCs (need better placement)
  • Monitor performance

Best Practices

Personality Design

Do:

  • Keep to 1-3 clear sentences
  • Use specific traits (“greedy” not “flawed”)
  • Include behavioral patterns

Don’t:

  • Write novel-length personalities
  • Use contradictory traits
  • Put backstory in personality field

Knowledge Filtering

Do:

  • Start narrow, broaden if needed
  • Test in playground first
  • Use quest-specific tags for quest NPCs

Don’t:

  • Give every NPC all tags
  • Use tags that don’t exist
  • Make filters so narrow they have nothing to say

Response Settings

Do:

  • Use Terse for minor NPCs (saves credits)
  • Reserve Verbose for important moments
  • Lower temperature for consistent NPCs

Don’t:

  • Make everyone Verbose
  • Use temperature > 0.9 (too random)
  • Use temperature < 0.1 (too robotic)

Troubleshooting

NPC gives generic responses

Knowledge filter too narrow or missing matching lore documents. Check that lore documents have matching tags.

Responses are too short

Verbosity set to Terse. Change to Balanced or Verbose.

Personality seems inconsistent

Temperature too high. Lower to 0.3-0.5.

Relationships not mentioned

Relationship needs a description. Add specific context about how they know each other.

Next Steps

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