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🚇 NeonQuest — Dynamic Cyberscapes with Kiro AI Agents

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Fuse Daelonik's Neon Underground with Kiro's AI agent hooks to procedurally generate dynamic layouts, lighting, and ambient effects — delivering an immersive cyberpunk environment that adapts in real time, ensuring every run feels uniquely alive.

🎯 Overview

NeonQuest transforms static cyberpunk environments into living, breathing worlds that adapt to player behavior in real-time. Using advanced AI integration with Kiro agents, the system generates responsive lighting, atmospheric effects, and spatial layouts that enhance immersion without compromising the original artistic vision.

✨ Key Features

🚀 Next-Gen AI Systems

  • 🧠 AI-Driven Adaptation - Kiro agent integration for intelligent environment responses
  • 🌦️ AI-Powered Weather System - Machine learning-driven atmospheric conditions that adapt to gameplay
  • 🤖 Neural NPC Behavior - Advanced AI characters with emergent behavioral patterns
  • 📊 Biometric Response System - Real-time player stress and engagement monitoring

🎨 Immersive Visual Experience

  • 🎨 Asset Preservation - Maintains Neon Underground's artistic integrity
  • Quantum Lighting Engine - Advanced photon simulation with particle-based illumination
  • 🌈 Responsive Lighting - Neon signs react to player proximity and movement
  • 🌫️ Atmospheric Effects - Dynamic fog and particle systems with weather integration
  • 🔮 Holographic UI Overlays - Cyberpunk-style AR interfaces with neural link indicators

🎮 Dynamic Gameplay Systems

  • Real-Time Generation - Dynamic corridor and room creation
  • 🎵 Adaptive Audio - Zone-based ambient soundscapes with smooth transitions
  • 🛠️ Developer Tools - Comprehensive Unity Editor integration
  • 📊 Performance Optimized - Automatic throttling and memory management

🚀 Quick Start

Prerequisites

  • Unity 2022.3 LTS or newer
  • Neon Underground Asset Pack (recommended)
  • Kiro IDE (optional, for AI agent features)

Installation

  1. Clone the repository:

    git clone https://github.com/MiChaelinzo/NeonQuest-Dynamic-Cyberscapes-with-Kiro-AI-Agents.git
    cd NeonQuest-Dynamic-Cyberscapes-with-Kiro-AI-Agents
  2. Open in Unity:

    • Launch Unity Hub
    • Click "Open" and select the project folder
    • Wait for Unity to import all assets
  3. Set up the scene:

    // Add NeonQuestManager to your scene
    var manager = new GameObject("NeonQuestManager");
    manager.AddComponent<NeonQuestManager>();
    
    // Load a configuration
    var config = Resources.Load<EnvironmentConfigurationAsset>("Configs/IndustrialDistrict");
    manager.GetComponent<NeonQuestManager>().SetConfiguration(config);
  4. Configure your environment:

    • Open NeonQuest/Configuration Editor from the Unity menu
    • Load one of the example configurations or create your own
    • Adjust parameters to match your scene requirements

🏗️ Architecture

Core Systems

NeonQuest/
├── Core/                    # System coordination and management
│   ├── NeonQuestManager     # Main system controller
│   ├── KiroAgentHooks       # AI agent integration
│   └── Diagnostics/         # Performance monitoring
├── Configuration/           # YAML-based configuration system
│   ├── Examples/            # Pre-built environment configs
│   └── Editor/              # Unity Editor tools
├── Generation/              # Procedural generation engines
│   ├── LayoutManager        # Corridor and room generation
│   ├── LightingEngine       # Dynamic lighting system
│   ├── AudioEngine          # Spatial audio management
│   └── FogEffectsEngine     # Atmospheric effects
├── PlayerBehavior/          # Player tracking and analysis
└── Assets/                  # Asset integration and pooling

Data Flow

graph TD
    A[Player Movement] --> B[PlayerBehaviorAnalyzer]
    B --> C[EnvironmentTriggers]
    C --> D[KiroAgentHooks]
    D --> E[ProceduralGenerator]
    E --> F[Generation Engines]
    F --> G[Environment Updates]
    
    H[YAML Config] --> I[ConfigurationManager]
    I --> C
    I --> E
Loading

🎮 Usage Examples

Basic Setup

using NeonQuest.Core;
using NeonQuest.Configuration;

public class GameManager : MonoBehaviour
{
    [SerializeField] private EnvironmentConfigurationAsset config;
    private NeonQuestManager neonQuest;
    
    void Start()
    {
        // Initialize NeonQuest system
        neonQuest = FindObjectOfType<NeonQuestManager>();
        neonQuest.Initialize(config);
        
        // Start procedural generation
        neonQuest.StartGeneration();
    }
}

Custom Configuration

# custom_environment.yaml
corridors:
  generation_distance: 75.0
  cleanup_distance: 150.0
  variation_seed_factors: [player_speed, exploration_depth]

lighting:
  neon_response_distance: 8.0
  brightness_multiplier_range: [0.4, 2.5]
  transition_duration: 1.5

rules:
  - name: ExplorationReward
    priority: 2.0
    cooldown: 10.0
    conditions:
      - type: DwellTime
        operator: GreaterThan
        value: 15.0
    actions:
      - action: AdjustLighting
        target: hidden_areas
        parameters:
          intensity: 1.8

Runtime Configuration Adjustment

using NeonQuest.Core.Diagnostics;

public class DebugController : MonoBehaviour
{
    private RuntimeConfigurationAdjuster adjuster;
    
    void Start()
    {
        adjuster = gameObject.AddComponent<RuntimeConfigurationAdjuster>();
        adjuster.SetConfigurationAsset(myConfig);
    }
    
    void Update()
    {
        // Press F1 to toggle debug UI
        if (Input.GetKeyDown(KeyCode.F1))
        {
            adjuster.ToggleUI();
        }
    }
}

🌟 Environment Presets

🏭 Industrial District

  • Theme: Heavy machinery, harsh lighting, dense fog
  • Features: Steam effects, mechanical ambience, flickering lights
  • Best for: Exploration-heavy gameplay, atmospheric tension

🎵 Neon Nightclub

  • Theme: Vibrant lighting, pulsing music, dynamic colors
  • Features: Beat-synchronized effects, crowd simulation, laser shows
  • Best for: Fast-paced action, social interactions

🚇 Abandoned Subway

  • Theme: Eerie atmosphere, emergency lighting, echoing sounds
  • Features: Water drips, electrical surges, long tunnels
  • Best for: Horror elements, cautious exploration

🏢 Corporate Tower

  • Theme: Clean, sterile, motion-sensor lighting
  • Features: HVAC ambience, security systems, office sounds
  • Best for: Stealth gameplay, professional environments

📝 Configuration Template

  • Theme: Fully documented template for custom environments
  • Features: Inline documentation, parameter explanations
  • Best for: Creating your own unique environments

🛠️ Developer Tools

Unity Editor Integration

  • Configuration Editor Window - Visual YAML editor with syntax highlighting
  • Environment Configuration Inspector - Custom inspector with validation
  • Generation Preview Window - Real-time rule evaluation and simulation

Runtime Debugging

  • Performance Monitor - FPS, memory usage, and system metrics
  • Configuration Adjuster - Live parameter tweaking with sliders
  • Diagnostic UI - System status and error reporting

Keyboard Shortcuts (Runtime Debug Mode)

Key Action
F1 Toggle debug UI
1 + +/- Adjust generation distance
2 + +/- Adjust fog density
3 + +/- Adjust lighting intensity
Shift 5x adjustment speed
Ctrl 0.2x adjustment speed

🧪 Testing

The project includes comprehensive test coverage:

  • Unit Tests: 80+ tests covering individual components
  • Integration Tests: 25+ tests for system interactions
  • Performance Tests: Automated performance regression detection
  • End-to-End Tests: Complete system functionality validation

Running Tests

# In Unity Test Runner
Window > General > Test Runner

# Or via command line
Unity -batchmode -runTests -testPlatform EditMode -testResults results.xml

📊 Performance

Benchmarks

Metric Target Typical
Frame Rate 60 FPS 58-62 FPS
Memory Usage <500MB 320-450MB
Generation Time <16ms 8-12ms
Audio Latency <50ms 25-35ms

Optimization Features

  • Automatic Performance Throttling - Reduces complexity when FPS drops
  • Object Pooling - Efficient memory management for frequent assets
  • LOD System - Distance-based quality adjustment
  • Culling System - Removes off-screen elements

🔧 Configuration Reference

Core Settings

corridors:
  generation_distance: 50.0      # Distance ahead for generation (Unity units)
  cleanup_distance: 100.0        # Distance behind for cleanup
  variation_seed_factors: []     # Factors influencing generation

lighting:
  neon_response_distance: 5.0    # Proximity detection range
  brightness_multiplier_range: [0.5, 2.0]  # Min/max brightness
  transition_duration: 2.0       # Smooth transition time (seconds)

atmosphere:
  fog_density_range: [0.1, 0.8]  # Min/max fog density
  ambient_volume_range: [0.3, 0.9]  # Min/max ambient volume
  transition_speed: 0.1          # Atmospheric change speed

performance:
  max_active_segments: 10        # Maximum concurrent segments
  throttle_threshold: 60.0       # FPS threshold for throttling

Rule System

rules:
  - name: RuleName
    priority: 2.0                # Higher = evaluated first
    cooldown: 5.0                # Minimum seconds between activations
    conditions:
      - type: PlayerSpeed        # PlayerSpeed, GameTime, ZoneType, etc.
        operator: GreaterThan     # Comparison operator
        value: 8.0               # Comparison value
    actions:
      - action: AdjustLighting   # Action to perform
        target: neon_signs       # Target system/object
        parameters:              # Action-specific parameters
          intensity: 1.2

🤝 Contributing

We welcome contributions! Please see our Contributing Guidelines for details.

Development Setup

  1. Fork the repository
  2. Create a feature branch: git checkout -b feature/amazing-feature
  3. Make your changes and add tests
  4. Ensure all tests pass: Unity Test Runner
  5. Commit your changes: git commit -m 'Add amazing feature'
  6. Push to the branch: git push origin feature/amazing-feature
  7. Open a Pull Request

Code Style

  • Follow Unity C# coding conventions
  • Use meaningful variable and method names
  • Add XML documentation for public APIs
  • Include unit tests for new functionality

📄 License

This project is licensed under the MIT License - see the LICENSE file for details.

🙏 Acknowledgments

  • Neon Underground Asset Pack - For the stunning cyberpunk assets
  • Kiro IDE Team - For AI agent integration capabilities
  • Unity Technologies - For the powerful game engine
  • Contributors - Everyone who helped make this project possible

📞 Support


Made with ❤️ for the cyberpunk community

⭐ Star this repo🐛 Report Bug💡 Request Feature

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🚇 Fuse Neon Underground with Kiro’s AI hooks to procedurally generate dynamic layouts, lighting, and ambient effects—delivering an immersive cyberpunk environment that adapts in real time.

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