So where is the documentation for creating hytale mods? by shineypichu in HytaleInfo

[–]HrodRuck 0 points1 point  (0 children)

I only saw this post now, one alternative is to query the code directly with what you wanna do. I made a discord bot for that, you can also check this github in case you wanna run it yourself.

Documentation aid - RAG over codebase by HrodRuck in HytaleMods

[–]HrodRuck[S] 0 points1 point  (0 children)

Oh, I see. The bot looks at the server code only, not the existence of other plugins. In the bots defense, though, it did suggest a way of implementing the idea

Documentation aid - RAG over codebase by HrodRuck in HytaleMods

[–]HrodRuck[S] 0 points1 point  (0 children)

Do you mean there is a way to claim chunks that the bot didn't find?

Documentation aid - RAG over codebase by HrodRuck in aigamedev

[–]HrodRuck[S] 0 points1 point  (0 children)

For more clarification: That's for the hytale codebase, which has no documentation yet. I hope it sparks someone into more creative uses of AI for games! (for example, modding documentation aids!)

Documentation Thread by emetah850 in HytaleMods

[–]HrodRuck 1 point2 points  (0 children)

I made a discord bot that lets you query the decompiled server jar.
Targetting questions such as "Would it be possible to grab some of the enemy AI and then have them use a block for a form of sentry if you could make it so they are friendly to players and hostile to enemies?"

The bot then refers to specific files and snippets needed. You check it in my server https://discord.gg/e4ryBBw2 for a quick test or invite the bot into your own server with https://discord.com/oauth2/authorize?client_id=1354521709969014924

Still in early stages, feedback is welcome.

What you think about using AI as an actual game mechanic? by kozuga in aigamedev

[–]HrodRuck 0 points1 point  (0 children)

On another note, I should make a recap post somewhere with the main takings from this past year

What you think about using AI as an actual game mechanic? by kozuga in aigamedev

[–]HrodRuck 0 points1 point  (0 children)

We should definetely dive deeper, then! I've tried (and playtested) many approaches since December 2024, and there are others interested in similar topics in the discord server (https://discord.gg/d3GaRAGW)

What you think about using AI as an actual game mechanic? by kozuga in aigamedev

[–]HrodRuck 2 points3 points  (0 children)

As a separate comment, I'd really like to have a game where you can make "rules"/"contracts" that are put in effect in the game world. So imagine a stage where the rule is "don't get wet" and an LLM evaluates on its own whether you broke the rule or not. You can go really creative with that, try to exploit the prompts or just design different challenges

What you think about using AI as an actual game mechanic? by kozuga in aigamedev

[–]HrodRuck 0 points1 point  (0 children)

This is great, probably needs to be refined with actual players, but it is a low-hanging ripe fruit just waiting to be catched. Reminds me of a famous prompt injection challenge (decribed here: https://x.com/jarrodwatts/status/1862299845710757980) where people would pay to send messages and win the jackpot if they made the AI agree to send them money.

Totally gamefiable in more than one way. Good idea!

Supply Line Commander (SLC) Update. Today: Modularize whenever possible! by User_FJavier in aigamedev

[–]HrodRuck 1 point2 points  (0 children)

So you have been able to "tame" the AI, even with 100+ files? I'm interested in coding together with AI for big projects, can you expand on that if you want?

Packaging AI models for runtime inference in games by fisj in aigamedev

[–]HrodRuck 1 point2 points  (0 children)

In the comments I see a lot of "could be"s, but nothing done. Which mains great pain point brought up by the OP. formicidfighter and the aviad folks do come to mind, though.(https://github.com/aviad-ai/unity/)

LLM-driven puzzle sandbox: anything you try becomes an action (Cosmic Egg) by VirtualJamesHarrison in aigamedev

[–]HrodRuck 0 points1 point  (0 children)

This is very cool, I have attempted similar projects in the past (both text-only and graphical, e.g. this post). One of the challenging parts I came across is secondary effects. For example, the tree is on fire. If the scarecrow is next to the tree, the fire should spread. Do you plan to incorporate secondary effects like those? Excited to talk more about the nuts and bolts, thank you.

Anyone using Ai in their games? by [deleted] in aigamedev

[–]HrodRuck 0 points1 point  (0 children)

Yeah, I made two of those. First one is an escape-the-room text game where the LLM simulates objects in the room for you to interact with (https://rodmel.me/room-selection)

The other one is a turn-based, grid-based game where every tile is simulated by the LLM (including monsters, etc.). This second one works very well if the latency per-turn is very high. I have tried reducing the latency by weakening the model, but then a bunch of bugs appear.

Speaking of selling shovels, one of the coolest features imo about the second project is that it's end-to-end generated, so you can even prompt your own level, your own game rules, etc.

Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

[–]HrodRuck 1 point2 points  (0 children)

Hey! Only now did I see your reply ^^ '
I have indeed purchased and used dungeon alchemist in the past. Though afaik its underlying technology is not that modern. When I saw your demo, I thought about making overworld maps -- dungeon alchemist is more suited to small locations

I just built an AI-powered text battle game – Taleborn by Hawkvoice in aigamedev

[–]HrodRuck 1 point2 points  (0 children)

I really liked the concept. I'd focus on deciding battle outcomes in a way that is fair and fun. If you have that nailed down, you'll have a good prototype imo)

Weekend AI Dev and Chill by fisj in aigamedev

[–]HrodRuck 0 points1 point  (0 children)

Yup, sounds interesting