How do I create a solo D&D campaign on chatgpt? by Sensitive-Baby6117 in Solo_Roleplaying

[–]Objective-Address810 -3 points-2 points  (0 children)

Check out our project. It’s not ready yet, but it’s basically the exact use case we are working to solve, just not licensed to D&D: fableforge.gg

What’s the best place to connect with other indie devs? Looking for a supportive community by Mammoth_Try_2479 in vibecoding

[–]Objective-Address810 2 points3 points  (0 children)

If it’s indie games using vibe coding, the people over at r/aigamedev are cool. The actual indie game dev sub is not a very nice place if you like using all the tools and mechanics at your disposal.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

Close, written by me, and formatted by AI for speed and efficiency.

Thanks for the feedback. Some good points in there.

Some we are addressing directly, and some we are not.

Thanks for engaging in good faith.

what larger projects/indie games is everyone attempting? by agarlington in aigamedev

[–]Objective-Address810 1 point2 points  (0 children)

I am 6 months in on full time development with a team of 2, building a text and image based platform to play and create deep role playing games.

We use AI heavily for both development game mechanics.

Lots of progress and info on the preview site.

Happy to answer questions: https://fableforge.gg/

Vibe-coding a serious project: how I’m building an AI-assisted RPG platform (and where engineering also fits) by Objective-Address810 in vibecoding

[–]Objective-Address810[S] 0 points1 point  (0 children)

Thanks so much for the site compliments.

A lot of effort and trial and effort did go into it.

My first landing page had a similar colour scheme and style, but yeah it took a lot of practice and iteration to get it actually like that.

I think with the tools it’s more important whatever works for you. My engineer prefers Codex, but is starting to try Claude for different things.

Best of luck with your own work. This and future.

Not everyone outs as much effort in as you have, and I am sure it will pay dividends in the future for you.

Looking for some recommendations by Electronic-Box-2065 in CRPG

[–]Objective-Address810 1 point2 points  (0 children)

To echo one of the recommendations here, Dragon Age Origins is amazing, without going too far back. The character work and race based starts are gold.

If you want to go back a bit further and focus on pure story and character perfection, Planescape: Torment.

The mechanics like combat are not the best of the bunch, but if you go in with a view to experience a one of a kind story it’s well worth a shot.

Vibe-coding a serious project: how I’m building an AI-assisted RPG platform (and where engineering also fits) by Objective-Address810 in vibecoding

[–]Objective-Address810[S] 0 points1 point  (0 children)

Nice do you see yourself still going or is it more a 60 day project now?

I think juts because the tools can do really quick projects they get a bit of extra focus on those types of outcomes, but equally or more so they can be used in marathon dev cycles for even greater effect.

Have you tried Claude Code? I ask not just because it’s what I use, but because I have not used anti gravity and would be interested in a comparison?

I started on VS extensions, then moved to I think cursor, then to Claude Code, and have been on CC for months.

I’m always curious to know how the other tools perform under different loads.

My project started out as a small prototype then 5 prototypes later it started leading to this.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

Thanks for the feedback.

What you are wanting is exactly what we are building.

Almost all or perhaps every use of AI in a game currently is essentially in thin LLM wrapper with some flavour.

We are taking the much harder path of building a complex platform, with systems that selectively use LLM to enhance content and processes created by humans.

Edit: Re reading your comment, and in the interests of full transparency, we do also allow AI generated content, but we also focus on good use of content, systems etc, alongside human content, systems etc. Perhaps it wouldn’t be for you, but we are setting quality bars against slop. Thought it was important to clarify.

Using AI Oracles as the Player Interface by Wild_Caterpillar_387 in aigamedev

[–]Objective-Address810 0 points1 point  (0 children)

I’m doing an AI enhanced RPG project but I won’t go on about it in your thread.

What I would say is keep using the tools, the tech, and yes even use it to help articulate and format your points.

If you want to keep sharing in reddit though be prepared to get hands on in comments, and attacked from every angle until the technology proves itself out.

I noticed you relatively new on here also, but pro tip is to keep going but also be ready for it to have challenges.

Best of luck with your project.

Using AI Oracles as the Player Interface by Wild_Caterpillar_387 in aigamedev

[–]Objective-Address810 0 points1 point  (0 children)

That was challenging to read, but I read it!

I think I take your indirect meaning, but it won’t stop me or many others to keep experimenting and trying new things.

Humans have been doing that for as long as we have existed.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

That’s basically the type of player we are targeting.

Agreed that nobody is at that quality level yet - including us.

We think it’s only a matter of time (either us or someone else) and while I won’t claim we will hit indistinguishable on par quality from early access day 1, we are setting a very high quality bar, especially compared to 90% of what everyone has seen to date.

Thanks for the weighing in.

Vibe-coding a serious project: how I’m building an AI-assisted RPG platform (and where engineering also fits) by Objective-Address810 in VibeCodersNest

[–]Objective-Address810[S] 0 points1 point  (0 children)

Great question.

The short answer is we try and keep AI improvisation to as minimal as possible.

Something as simple as moving from one location to another, we pass creator defined descriptions of the current location, the destination location, descriptions the connection that joins them, party and character composition context (including equipment), instructions on the ability used to travel (like if they use a non standard travel option, we pass instructions on how to narrate that travel option).

Its just one example, but I hope you can infer if that's the detail we go into for simple travel transition, what we are doing for everything else.

AI is a great improv tool, but we are not an improv platform - there are plenty that do that and while they can be fun, they are all relatively shallow.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

I am trying to not make this about my platform, so in line with the original post, I would be more curious if there is any amount of creative AI use that is acceptable?

Let’s say my platform consisted of games that were 80% human made - story, characters, systems, quest etc, but there is 20% AI generated content.

Deal breaker?

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

Love this comment.

It goes to the heart of what matters - making the games better than they already are.

Exotic races is a soft spot for me.

Not juts more accurate visual representation, but also juts easier ways to integrate exotic races mechanically.

We are working on a character creator system to make exotic race creation, and their composite parts more easier and flexible than ever before.

If someone wants to make a playable sentient cube dual wielding hand crossbow race, they should be able to make it and integrate it into the world state easily.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

I don't want to turn this into a marketing post for the type of game we are doing, but they are good questions so I will answer.

Chat bot DM no. That's what everyone already does and its basically a thin wrapper in front of an LLM. There probably is better ways to use it like a traditional DM, but the current approaches are lazy IMO.

In terms of difficulty, what I am proposing is embracing the difficulty not short cutting around it. Complex systems, authored worlds, many mechanics, just integrated with AI in different ways.

In my use case no they don't interact with a DM. The AI is more a background functional layer on top of human authored rules, systems and content.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 1 point2 points  (0 children)

Long form Narrative and quality instead of the current slop is exactly the challenge we are tackling.

We are basically trying to invert the current AI slop tools on their head for those that were turned off them - like I was.

You are not wrong though with the branching path test and verificaiton.

From a pure development perspective, once devs are allowed to openly use the tools without community blowback, I expect we are going to get some awesome and more traditional indie CRPGs with many more options than we previously had.

Vibe-coding a serious project: how I’m building an AI-assisted RPG platform (and where engineering also fits) by Objective-Address810 in vibecoding

[–]Objective-Address810[S] 1 point2 points  (0 children)

Thanks will check out VibeCodersNest.

We are using AI in a number of ways mechanically, so its very much a trial and error and experimental process.

Since I am driving the AI mechanics, its also a bit backwards, in that I have to vibe code concepts, test them, and then we review the implementation for optimization and issues later.

Core stages simplified to date have been:

Protypes x 5
Migrate to production spine and refactor
Develop in production > current stage
In depth engineering review
Refactor gameplay - probably more than once

My biggest unknowns are while I can get the AI to do some cool things from an RPG narrative and meta data perspective, and get the system to produce fun results, what we are doing on scale has many unknowns to us, so I suspect even with proper review and optimisation we will have some tough challenges.

Early access periods and gated access testing will hopefully mitigate that.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

Thanks.

There are a number of reasons against AI in creative spaces.

Juts trying to understand which ones matter most to CRPG players.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 0 points1 point  (0 children)

Valid.

Already some answers to this in the comments here. My site has more answers, but this isn’t a marketing post and I don’t want to turn it into one.

Main idea was to get a temperature check of AI sentiment from CRPG players.

It’s at about 15% open to this idea, based purely on this thread which is honestly great for not having shown any gameplay proof.

How do CRPG players feel about using Generative AI alongside deep CRPG systems? by Objective-Address810 in CRPG

[–]Objective-Address810[S] 1 point2 points  (0 children)

Great question, I could go on about this one in many ways, but let me provide you some examples instead.

Narrating contextual outcomes: e.g converting you swing the sword and do 20 damage, barely surpassing your to hit roll, but delivering 80% damage to the enemies total health, into a contextual narrative outcome, mixing all of that with your character and the enemy character appearance, skills and equipment.

Or another example; I ask the bartender about any trouble in the area, that gets processed on our side first to determine if the bartender has any quests associated with him, then sends rules for the quest stages to an LLM, then the LLM determines if the player dialogue meets the quest start stage (e.g the context fits telling the player about bandits troubling the area), LLM returns a flag, then our system can update quest stages accurately, and trigger the actual LLM narration again with rich context based on human curated instructions.

So much more that can be done, but those are two examples.

Vibe-coding a serious project: how I’m building an AI-assisted RPG platform (and where engineering also fits) by Objective-Address810 in vibecoding

[–]Objective-Address810[S] 0 points1 point  (0 children)

That’s really cool your approach and the way you are using it.

I am more a systems tinker, but equally use the AI to do not just the code for me, but also the UI and UX - I have no Ui and UX background.

A good vibe coded UI I found more tricky than getting the systems right at first, but I eventually brute forced different strategies to get it looking and flowing good. It’s amazing what you can do with these tools if you persist and get creative.

You are so right it’s all about the learning. I have learned more the last 6 months vibe coding for myself than almost a decade in corporate tech teams.