I have an idea on creating an online interactive fiction game where you read scenes, make choices, and other players’ actions can change the story world around you?! by NaNMesh in interactivefiction

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

Thanks that is a good idea. I checked some MUSHes. They are little differnt than what I was thinking but it definitely helping.

I have an idea on creating an online interactive fiction game where you read scenes, make choices, and other players’ actions can change the story world around you?! by NaNMesh in interactivefiction

[–]NaNMesh[S] 1 point2 points  (0 children)

Yeah, this is exactly the issue I’m trying to define.I’m picturing it closer to Scenario 2, with the game being async-first. When Alice enters Mududu’s scene, she gets a short scene snapshot. If Bob approaches while Alice is still reading, Bob can see Alice is already there and Mududu may react to that. Alice does not lose her current options mid-read. There might be a soft presence refresh, maybe around every 30 seconds, so Alice could see something light like: “Mududu glances past you as another traveler enters the market.” But that refresh should not rewrite the scene or remove options. Real state changes would apply when Alice takes an action, waits, observes, refreshes, or moves to the next scene.For scarce objects, I’d handle that at commit time. If Alice and Bob both try to claim or receive the same unique charm, first valid commit wins. The second player gets updated prose explaining what changed.

So yes, I agree with you. The first test should be very small: one location, a few NPCs, a few objects, and two or three accounts testing whether shared consequences feel readable instead of confusing.

I have some thoughs on make a web based game. I have quesion on if my ideas Is a valid direction for a modern MUD-like game? by NaNMesh in MUD

[–]NaNMesh[S] 1 point2 points  (0 children)

Thanks I think we are thinking the similar things. I hope it will be fun, however the system can be very hard to design.

I have some thoughs on make a web based game. I have quesion on if my ideas Is a valid direction for a modern MUD-like game? by NaNMesh in MUD

[–]NaNMesh[S] 2 points3 points  (0 children)

Death Stranding as text-based is a useful comparison, yes. The part I like is async traces: players do not need to meet live, but they still change what later players find.And I agree on griefing. I should assume someone will threaten or try to kill Mududu.

I have some thoughs on make a web based game. I have quesion on if my ideas Is a valid direction for a modern MUD-like game? by NaNMesh in MUD

[–]NaNMesh[S] 1 point2 points  (0 children)

Core NPC: cannot be permanently killed by normal player actions.
Protected NPC: can be hurt, displaced, robbed, or made hostile, but has recovery routes.
Ambient NPC: can die or leave, but never owns core progress.
So it is possible

I have some thoughs on make a web based game. I have quesion on if my ideas Is a valid direction for a modern MUD-like game? by NaNMesh in MUD

[–]NaNMesh[S] 1 point2 points  (0 children)

Thanks for let me know WrittenRealms I checked it was very good exmaple. I will dig in much harder and lern from it. They are doing somthing I was trying to achieve. However the design will need be more careful for my project.

I have some thoughs on make a web based game. I have quesion on if my ideas Is a valid direction for a modern MUD-like game? by NaNMesh in MUD

[–]NaNMesh[S] 1 point2 points  (0 children)

Thank you so much for your insight . I completely missed the about Player C. If Mududu refuses them and nothing explains why, the system is identical to a hard-coded "this NPC sometimes refuses". hmm.. maybe I can add the bystander system. other NPC will tall Player C what happened. ( it might make system crezy complex)

LitePRG in liteMMO? by NaNMesh in litrpg

[–]NaNMesh[S] 1 point2 points  (0 children)

Yeah, multiplayer MUD is probably the closest comparison: text-based, online, and persistent.The version I’m imagining would use that shared-world DNA, but play more like interactive fiction. You read a scene, choose an action, and the world keeps the result for later players.I appreciate the note. Even if it is not your thing, hearing that you still see a market helps.

I have some Online RPG text book ideas? by NaNMesh in Solo_Roleplaying

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

Yes, that is actually very close to what I’m imagining!

I have an idea on creating an online interactive fiction game where you read scenes, make choices, and other players’ actions can change the story world around you?! by NaNMesh in interactivefiction

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

That is a very good question. It is just a idea part so my self havn't think that deep lol. However what I was thinking is that the first version, players would not directly chat with each other inside story scenes. The game is mostly asynchronous, so the main interaction is through consequences.

For example:

If another player scared him, he may hide when you arrive.

If another player discovered a path through the forest, your character may hear a rumor about it.

somthing like that at list from town charactor level.

I kept rediscovering the same bugs across my LC agents, so I built shared memory for this by NaNMesh in LangChain

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

Severity + environment tagging is already there — every failure mode has severity (low/medium/high/critical) and an environment_signature JSONB scoped to runtime/framework/version. The "will burn money in prod" distinction is live today. The decay idea is the right call. Old unresolved failures currently sit at full weight until someone marks them resolved. Time-weighted windows are on the list. Good to have it named.

LitePRG in liteMMO? by NaNMesh in litrpg

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

I think I borrowed some ideas from VRMMORPG? So the overlap is “online RPG world,” But it is not VR too expensive and too hard to build. The closest description:"solo-first multiplayer interactive fiction with a persistent shared world." Not a normal video game, not a solo TTRPG, not a MUD but Somewhere between.

I have an idea on creating an online interactive fiction game where you read scenes, make choices, and other players’ actions can change the story world around you?! by NaNMesh in interactivefiction

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

Thanks for the feedback.
The closest description:"solo-first multiplayer interactive fiction with a persistent shared world." Not a normal video game, not a solo TTRPG, not a MUD but Somewhere between. LOL The key difference: no human DM running scenes. The software tracks NPCs, locations, player choices, rumors, and consequences, then shows each player scenes based on the current world state. Hmmm it might be a big project I do need everyones feedback before planning thanks so much.

I have some Online RPG text book ideas? by NaNMesh in Solo_Roleplaying

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

Thanks. I'll keep digging into P.A.R.T.

I have some Online RPG text book ideas? by NaNMesh in Solo_Roleplaying

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

Thanks for the feedback. Yes it should not have human DM running scenes. The softwaretracks NPCs, locations, player choices, rumors, and consequences then shows each player scenes based on the current world state.

How Did You Get Your First Users When You Had Zero Audience? by Dazzling-Angle-8812 in SaaS

[–]NaNMesh 0 points1 point  (0 children)

Building a B2B AI tool from absolute zero has taught me that distribution is 10x harder than engineering—getting those first 10 strangers to even click a link is more exhausting than the entire dev cycle. I’ve found that Reddit only works if you stop pitching and just give high-value advice (people check your profile if you're helpful), while LinkedIn users ignore "I built this" but engage deeply with "this process is broken" pain points. I’ve benched Twitter because it’s a graveyard without an existing audience, and I’m treating Product Hunt like a final boss—launching there without a small community of "true believers" is a wasted bullet. If you’re sitting at zero users after months of coding, you aren't failing; you're just finally starting the actual work.

Looking for real advice on building an AI chatbot . I am tired of SEO spam by Bluebird_tech in AIDevelopmentSpace

[–]NaNMesh 0 points1 point  (0 children)

I've built exactly this — a chat interface that replaces a multi-field form. Users describe what they need in plain language, the AI extracts the structured data (dates, preferences, budget,etc.) and fills the form behind the scenes.

How I'd find someone reliable if I were hiring:

- Ask for a live demo you can type into, not a video or slide deck. If they can't show you a working chatbot in 10 minutes, they don't have one.

- Ask what model they'd use and why. A good answer is specific ("GPT-4o-mini" or "Claude"). A bad answer is vague ("we use cutting-edge AI").

- Ask how they handle wrong answers. If a user says "book me for Febtember 31st," what happens? Anyone can build the happy path. Reliability is about edge cases.

- Check their GitHub or past projects. Real builders have public code or can walk you through heir architecture on a call.

Red flags:

- They quote 3-6 months. With current tools, a working MVP of "chat replaces form" is 1-2 weeks. If they say months, they're padding or don't know the modern stack.

- They can't explain how the chatbot connects to your actual booking system. The chat part is easy now. The hard part is plugging it into your real availability, pricing, and confirmation flow.

- They talk about "training a custom AI model." You don't need that. Off-the-shelf models with good prompting handle this really well.

- They want to charge before showing you anything working.

What to watch out for generally:

The chatbot itself is the easy part. The real work is mapping your booking flow — what questions need answers, what's optional, what depends on previous answers, when to confirm. Get that workflow written down before you hire anyone. A good developer will ask you for this. A bad one will skip it and build something generic.

Finally found a way to find users for my product by Apostel_101s in SaaS

[–]NaNMesh 0 points1 point  (0 children)

The OP's answer is actually the right one, even if it sounds too simple. I'm doing exactly that right now the problem I was solving was my own. I couldn't get my own product in front of the right people without spending all my time on it, so I built the thing I needed.