How to Create an AI Chat with Gemini in Construct 3

UpvoteUpvote 7 DownvoteDownvote

Index

Features on these Courses

Stats

1,678 visits, 2,008 views

Tools

Translations

This tutorial hasn't been translated.

License

This tutorial is licensed under CC BY 4.0. Please refer to the license text if you wish to reuse, share or remix the content contained within this tutorial.

Published on 26 Aug, 2025.

Beyond the Chatbot: Your AI-Powered Game Awaits

Congratulations! You've just unlocked a powerful feature: a true conversational chat with memory, powered by Gemini, is now integrated into your Construct 3 project.

Imagine an NPC that doesn't just repeat canned lines, but remembers your previous conversations. What if a shopkeeper could dynamically generate their inventory based on world events, or a quest-giver could create new challenges on the fly? The key to unlocking these advanced features is structured output; commanding the AI to provide responses not just as conversational text, but as formatted data (like JSON) that your game can instantly understand and act upon. We'll explore how to implement this advanced technique in the next article. Stay tuned!

  • 2 Comments

  • Order by
Want to leave a comment? Login or Register an account!
  • Good tutorial. I'm not sure how memory is normally achieved, but sending the entire chat back to the ai each prompt does not sound good. It will use an exponentially larger amount of tokens. Not sure how it will effect the free tier, but it will cost you a fortune if you have to pay.

    • Hi, thank you for the comment!

      You're right, sending the full history increases token usage. This method is necessary because models like Gemini are stateless and need that history for context. For a real application, it's vital to manage this to control costs. Common solutions include using a "sliding window" of recent messages or summarizing the chat.

      From a game design perspective, I also believe it's better to guide the AI instead of allowing completely free chat. Using structured output helps maintain creative control over the game's narrative, a topic I hope to explore soon.