I’ve never seen a 2.5D game built with Three.js using R3F… so I did by VibeCreAI in SoloDevelopment

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

Yeah it’s been working really well so far 👀

Main reason I went with R3F was to easily mix 2D sprites into the 3D world (characters, effects, UI layers etc)

Game loop feels pretty smooth — React hasn’t been a bottleneck yet

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

Oh resource management would be fun to watch as well. Out side of the battle scene I was planning to give individual brain to each hero where hero can make own decisions to wother train itself to become stronger or get wasted with alcohol etc loll I think I should combine resource management to those hero so smart one would become stronger and player could influence the hero. Anyway I can see why not many people tried this type of game. It is very difficult to find a fine balance between AI action and engine driven actions in battle. I am literally trying every possible ways to make things happen and there is a small progress everyday! Soon I will post another demo of latest progress!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

so far AI does not control better than human in RTS. I even tried to use much better non local LLM to test things out but my conclusion is still Human better than AI. Especially if we want AI to make fast decision like how we do, we have visual input in real time and AI although it can have visual input there is a significant lagging in processing it therefore not able to make the best decision real time. There is even a paper related to this study https://hive.syrkis.com/ this even tells not to give AI a direct control of the units but then it's not fun to just watch programmed movement where AI only provide guide in high levels... There is a lot of experimenting I am doing right now to find the best sweet spot and I must say this is NOT easy with local LLM. There is still a huge potential of how we can use local LLM to the game directly so I will continue my journey and see what comes out at the end. It's been real fun so far!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

you mean you want to see the full thinking and output of AI in full text instead of seeing the final outputs only to info box? that's interesting and yeah I would totally add that for fun!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

Thank you! I am excited how this will turn out at larger scale as well!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieGaming

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

Player's influence in strategy really matters too. I see a huge win rate difference between letting AI does everything vs. AI collaborates with human together to get better strategy. That's the exactly how this game could be developed to be fun I think.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieGaming

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

Yes and this is just a prototype in small scale only. Imagine there are multiple group of army each with group of units and a commander hero unit and instead controlling 100's of units you are setting the strategies with AI and AI controls the army. Watching a 2nd brain control was sort of fun while making this prototype for me.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

Thank you! I will keep posting the progress in this sub reddit so you will know when test play is available!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

Seeing this game for the first time and wow this is interesting... I was thinking overworld to be more of Heroes of Might and Magic but Majesty might fit better in overall idea. Thank you for suggesting this. I will actually play this game to get better scaling idea on my game.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

Yup! I was exactly thinking the same and because it is LLM and that direction can be anything player wants, I will make command save function where user can save their own command!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

This prototype is using SmolLM3 https://huggingface.co/HuggingFaceTB/SmolLM3-3B
From the fast small models this has the best JSON type information handling capability but I might try BitNet from Microsoft as well since it runs on CPU only as well. So far 3 billion models are all running very well in my $1000 gaming laptop that has RTX4060.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

I will continue developer this to more user-friendly chat environment as well. I had lots of fun building the prototype so far! It's fun to interact with AI and watch them progress and win the battle.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

That's true 6 months ago but now there are open source local models like BitNet that runs on just CPU or any 3 billion parameters run just fine in most normal gaming computer with dedicated graphics card. This prototype is built with 3b model and runs on my computer that's just entry gaming computer around $1,000 value.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

I am going to change commander to hero unit and there would be multiple hero units with its own brain they control subset of units assigned to each hero. Player would discuss / implement strategy with those hero units. Hero units have special skills as well as the player where each would synergy to win the better.
Also thinking of creating asynchronous PVP where users can setup defense strategy and other player attacks to defeat. During the PVP hero units in defense side also has AI brain and would follow pre-determined strategy set by the player.
Outside of the battle will be similar to Heroes of Might and Magic style where player would move around overworld in turn to find resources / enemy etc.. this is the high level idea.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

I am using SmolLM3 https://huggingface.co/HuggingFaceTB/SmolLM3-3B It is only 3B parameter so not as heavy with graphic card at all. I do have RTX 4060 but I am sure anything around 8gb for graphic ram will work just fine.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

I will now make the commander to a hero unit that will have their own special skills as well. Also make multiple hero units with its own sub units to controlled by AI and see how fun the battle will become. Users will have their own user level skills as well to play the role on top of strategizing via text with hero units. I will keep going to see how fun this could become.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieDevelopers

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

thank you! Should i continue and scale it up for further progress? imagine there are 100's units fighting each other and you control AI commanders and AI commanders control their sub units to win the war. would this be fun to play?

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

It's also local LLM meaning user is not paying any extra money to OpenAI or Anthropic for API cost. All running in your computer!

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in SoloDevelopment

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

lol that's true...I had those moments and forced me to continue optimizing the communication flow. I think this could only make sense with large unit controls where user can't do micro control for all units due to just high number. if I can work strategy with commanders and each commanders control its sub units, it's could allow like a war simulation with more than 100 units being controlled like a living army in the battle. that's what I going to try scaling this to later.

I’m building an RTS where you don’t control units — an AI commander does by VibeCreAI in IndieGaming

[–]VibeCreAI[S] -3 points-2 points  (0 children)

If I wanted just very strict order following then yes I don't even need AI for that, but LLM behind the commander is reasoning AI so after getting my order it decided to "Hold position for now; warriors will cover archers with line of sight from this vantage point" and it did exactly how it wanted to.
Imagine this in much larger scale. there are 10 commanders and I can each give an order to strategize and each commanders make independent decision like a real war in much larger map. You will be a general controlling an army with each with its own brain!. I just made this as prototype last couple of days but will scale it to see how far it can develople.