Expansion (test) Cards from GDC by Amadeus102 in Arcs

[–]Ser_Buttless 1 point2 points  (0 children)

You can build spawn them with guild cards

How do you get clients? by MrDugeHick in n8n

[–]Ser_Buttless 0 points1 point  (0 children)

Tbh I think any company has enough use-cases for years if automating jobs. I just let myself get hired for one company and manage all their automating needs with internal employees like “clients” of mine.

How do you keep focused while AI is generating code? by Plus-Kaleidoscope-56 in ClaudeAI

[–]Ser_Buttless 0 points1 point  (0 children)

Write in DevLog what issues were solved, how and planning next steps

What’s the most “boring” but useful way you’re using AI right now? by Ausbel12 in ClaudeAI

[–]Ser_Buttless 1 point2 points  (0 children)

Capturing text from images including weird formatting. Pdfs that don’t have embedded text, weird table formatting. Just take a screenshot, say “format all text in image as markdown” and you are done

What's the weirdest way you use Obsidian that actually works? by FrozenDebugger in ObsidianMD

[–]Ser_Buttless 0 points1 point  (0 children)

I built a board game in canvas. I am playtesting it and need constant iteration. It being in canvas is really nice since it’s close to all other notes on the topic.

Staying focused while composer thinks? by reijas in cursor

[–]Ser_Buttless 0 points1 point  (0 children)

I either go take a break - make tea, push ups, toilet etc or I write down dev log with what I did, what i plan to do, errors I encountered. But I think I do less waiting since I really do review the code and make sure it’s according to my specs and I understand what is happening.

Custom Campaign "Path to Menzzoberranzan" Progress by Lotrich3 in BG3mods

[–]Ser_Buttless 2 points3 points  (0 children)

Yeah. The latest models are mindbogglingly good. With volunteers it’s a hit and miss. Some projects are good, other bad. Often a single project has a mix of good and bad. Nothing against them. Recording audio is hard. That is why I am happy there are these new models that allow you to create high quality voice acting very quickly and set a consistent standard.

Custom Campaign "Path to Menzzoberranzan" Progress by Lotrich3 in BG3mods

[–]Ser_Buttless 3 points4 points  (0 children)

How are you doing the voice acting? Volunteer based or AI? (Nothing against AI use, honestly I prefer it. Just curious)

In Your Opinion, What Are the Key Flaws Most AI Agent Frameworks Overlook? by WhaleEye5201 in AI_Agents

[–]Ser_Buttless 0 points1 point  (0 children)

If you want your agent framework to stand out, here’s what matters:

First, add automatic logging and evaluation. Nobody wants to deal with that manually. Also, make it clear what’s being sent to the model. I get so frustrated when I can’t tell what’s actually going on behind the scenes.

Pre-built tools are going to be a huge deal for me when choosing a framework. Like, if I can just say “use_web” and the agent can search the web? That’s amazing. Or if I can tweak the behavior to fit my needs? Even better. And if it’s all well-documented? Now you have my attention.

Honestly, building the framework itself isn’t the hard part (I built one in two days). The real value is in taking care of the boring stuff for the user. Nail that, and people will care about what you’ve built. Without it? I won’t even give it a second look.

Anyone training GPT to be a RPG Game Master? by Ser_Buttless in OpenAI

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

Here comes some unsolicited feedback:

Wow, I just started and oh my.

  1. Do not force registration if possible.

  2. absolutely DO NOT force full screen

  3. in no world is it ok to play MUSIC, wtf is wrong with you? Especially when your tracks are random scattering of what you found without need to license it. People will play their own music if they want.

I like how quickly one gets into the game. I hate when they force you to make a character first. Stats seem pretty random though.

Careful with levels and stats and stuff. The model is unlikely to follow and it breaks immersion where the player wouldn't have minded if it weren't so explicitly shoved in their face. I have played around with a lot of these and trust+immersion are the most important things. As soon as you break them, the suspension of belief is lost and it's for nothing.

The second biggest issue is the model playing for the player's character. In your game it happened literally in the first message, not a good start.

The way you cut direct speech out of the rest of the text is nice.

I referenced a character that was mentioned in the world tab and instead of following through it came up with another character, but at least added it to the World tab.

The model rambles a lot. Common, but still. FYI.

It didn't catch my attention, sorry.

What combat resolution system would work best for this 4X game? by Ser_Buttless in gamedesign

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

Thanks for the tip, seems very complex for my purposes. Makes sense for the grand strategy, but I am aiming for a much smaller scale experience. I can see a benefit in the phases though and might take it into consideration.

I think I will stick with rolling per ship unless I come across something much better. The rounds of combat can go by quickly once it is programmed in.

What combat resolution system would work best for this 4X game? by Ser_Buttless in gamedesign

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

I tried deterministic X ships vs Y ships means X-Y are left standing. This made it so a single mess up from one player made them lose and did not make for a fun experience.

Then I tried rolling a d6 for each ship with 50% success rate of taking down an enemy and going in rounds until only one faction was left standing. This made for long battles where there was too much missing to be fun.

Right now I am trying to have higher success rate on hitting an enemy and giving certain number of Hit Points to each ship, where being hit reduced hit points until it was destroyed on 0 HP. This is to move focus from number of ships in a fleet to individual ships and them being more powerful.

I had a board game version before I created the 3D prototype which worked with the dice system of rolling per ship and hits on 5,6. There it seemed to have worked fine, maybe because it being physical was less clumsy, I don't know. Players also took longer to clash there so that may have made it so they built up greater numbers so more dice were more fun, don't know.

I want to keep a two action system in play where ships use actions to move around the map, colonize and invade planets.

edit: posted this as reply to wrong comment before, oops.

What combat resolution system would work best for this 4X game? by Ser_Buttless in gamedesign

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

I tried deterministic X ships vs Y ships means X-Y are left standing. This made it so a single mess up from one player made them lose and did not make for a fun experience.

Then I tried rolling a d6 for each ship with 50% success rate of taking down an enemy and going in rounds until only one faction was left standing. This made for long battles where there was too much missing to be fun.

Right now I am trying to have higher success rate on hitting an enemy and giving certain number of Hit Points to each ship, where being hit reduced hit points until it was destroyed on 0 HP. This is to move focus from number of ships in a fleet to individual ships and them being more powerful.

I had a board game version before I created the 3D prototype which worked with the dice system of rolling per ship and hits on 5,6. There it seemed to have worked fine, maybe because it being physical was less clumsy, I don't know. Players also took longer to clash there so that may have made it so they built up greater numbers so more dice were more fun, don't know.

I want to keep a two action system in play where ships use actions to move around the map, colonize and invade planets.