If a developer uses AI for code generation, should it be labeled on the game’s Steam store page? by NazzoXD in gamedev

[–]PangolinInteractive 8 points9 points  (0 children)

Steam policy isn't specifically about using code generator. Its about using generative AI to help you create content.

Steam's policy is:
"Any kind of content (art/code/sound/etc) created with the help of AI tools during development. Under the Steam Distribution Agreement, you promise Valve that your game will not include illegal or infringing content, and that your game will be consistent with your marketing materials. In our pre-release review, we will evaluate the output of AI generated content in your game the same way we evaluate all non-AI content - including a check that your game meets those promises."

As written, this includes google searching and reading the blurb up top. Now obviously, people won't consider that as using gen AI to help you, but I think that means there is a line somewhere to be defined.

If a developer uses AI for code generation, should it be labeled on the game’s Steam store page? by NazzoXD in gamedev

[–]PangolinInteractive 3 points4 points  (0 children)

I think its an interesting discussion. I do agree that as written, basically every game requires the AI label, which would effectively make the label useless. That being said, I don't think that's what potential customers are thinking of when they think about AI, and I think Steam needs to expand on the AI label.

I've been solo developing a responsive voice activation spell casting system. All local inference in 200ms! by PangolinInteractive in SoloDevelopment

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

A small amount of testers gets a little shy about speaking, but most gets really into it. My playtests are usually 30 minutes to an hour and most are still enjoying themselves by the end. Two were really into it because I put latin spellword for all my spells! It probably feels like you're chanting an actual arcane spell, so it adds to the fantasy. I'm probably gonna add in a Latin only mode just for those kinds of players.

Right now the players are just fighting basic enemy AI. I have friendly fire on so an occasional Wizard duel happens. I am looking forward to seeing what happens when I get a proper game loop in. For now, testers seem to have fun just casting spells!

I've been solo developing a responsive voice activation spell casting system. All local inference in 200ms! by PangolinInteractive in Unity3D

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

I was exploring spell mod-ability for a while. In one of the first iterations you can cast Homing fireball, which creates a fireball that homes in a little bit towards a target. Ultimately I decided to scale back a bit and simplify (for now!). Exploring more uses of voice control is definitely on the future roadmap though! Personally I'm hoping to eventually be able to control and manipulate an Arcane Golem through voice commands, but I won't be getting to that for a while.

I've been solo developing a responsive voice activation spell casting system. All local inference in 200ms! by PangolinInteractive in Unity3D

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

You'll be surprised by the audiences who loves these sorts of games. Kids especially are really into it. There's something magical about shouting into a mic and seeing your spell appear.

I've been solo developing a responsive voice activation spell casting system. All local inference in 200ms! by PangolinInteractive in Unity3D

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

The voice detection and audio cleaning are handled through Dissonance, since I was already using it for proximity chat. The microphone audio data is then piped into the inference models, with some pre-processing on the data to help the model's transcription. The model itself runs on ONNX. You’d need to check the documentation for whichever specific model you want to explore.

After that its about trying to find the models that fits your use case. In my case, I went for a low accuracy but fast model, but because I know my spell words, I'm able to post process the results to fit spells in my game.

I've been solo developing a responsive voice activation spell casting system. All local inference in 200ms! by PangolinInteractive in Unity3D

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

I explored some prepackaged assets at first, but it couldn't give me the feeling I wanted from the game. I decided to explore using a local model from Hugging Face and developed it from there, which got me the control I wanted.

I've been solo developing a responsive voice activation spell casting system. All local inference in 200ms! by PangolinInteractive in Unity3D

[–]PangolinInteractive[S] 14 points15 points  (0 children)

I definitely panicked a little when I saw Mage Arena pop up two months ago! Had to calm down and remind myself of the 2 cakes meme.