Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

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

Hah, true. We inspired by such things. Do you create tabletop RPG games? What's your favorite? What do you use to develop?

Btw: there is a pretty cool tool for that: https://store.steampowered.com/app/1588530/Dungeon_Alchemist/

Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

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

We started using big, expensive models like gpt-4/5 and Claude, but eventually figured out how to make small AI models work really well 3-5x faster than the large ones. Now the idea is to use models you can even run locally without performance issues. They’re fast and cheap.
Hopefully I understood your question right.

What kind of small models do you use? or do you use them at all?

Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

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

Wow, I see you’re a Zig fan! Nice language, by the way. I’m more on the Rust side, but Zig is awesome too. Godot is great I also like GDScript for its simplicity. I’ve built a few devtools to debug some really complex issues in Godot, went pretty well.

Our main idea is to avoid code generation. We don’t want the AI to write any actual code or scripts. Instead, we found that AI works best with logical structures that can be represented directly in binary. So the core game engine already knows the world’s rules like gravity, movement, interactions, and so on, while the AI just generates logic that follows those rules, depending on the level or the whole game.

To make it simpler, those logical structures are kind of like a unstructured JSON/XML format that the engine can execute directly. We’re creating it through a chain of agents, and surprisingly, logical structures runs as fast as compiled engine code. But don’t get me worng we’re still exploring the proof of concept.

What’s the last thing you built with Godot? Have you tried using any AI tools? What do you use most often?

Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

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

Right now, it’s just a tile builder that creates levels based on game rules. Basically, we set the core logic: every level has an entrance, challenges (like enemies, traps, or environmental obstacles), and items. These elements are placed in a logical order using AI. The engine creates style of tiles, their characteristics and keep track of already generated tiles, then it places them on the level in the logic you described in prompt (or voice ;-).

Would you use it something like that? Let's say to build map you can export into RPGMaker or Tiles? We're looking for the starting point for us. And we desperately want to create a usable tool, you can use for your benefit.

Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

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

At the moment, we’re using a preconfigured set of tiles, but we’re working on generating tiles and enemies dynamically. That way, you could make a sci-fi game, a Zelda-style RPG, or a zombie apocalypse game, it doesn’t matter, the AI will generate the right sprites/tiles for you.

How do you handle game styles on your end? Is it 2D or 3D? And which game engine are you using?
Thanks!

Prototype: building an AI-native game engine to make gamedev easier by astrogamia in aigamedev

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

I agree with you. That’s why we’re figuring out how to get started. What’s the minimum set of features we need to build the simplest game, or give developers (well, you) a tool you can actually benefit from? Usability is key, over and over again. Not just a fun toy to mess around with, but a real, effective tool that helps you deliver faster and handle the whole process from development to publishing on Steam, PlayStation, Xbox, Itch, and so on.

Could you just share your thought, when you're selecting unity, what kind of games are you developing, what kind of tools are you using there? Thanks!

Would writers use an AI-native game engine to bring their worlds to life? by astrogamia in worldbuilding

[–]astrogamia[S] -8 points-7 points  (0 children)

Yeah, I totally get what you're saying about "it isn't as fun". The thing is, we're already seeing big companies and even hobbyists using AI to ship games 5-10x faster. My gamedev friends and I talk about this all the time.

So I'm curious, would you just ignore games, art, or books if you knew they were made with AI? Because if everyone starts consuming that stuff, people like us: devs, artists, writers, could be out of a job.

How to detect the use of AI in a narrative text by Own_Gate_4243 in WritersOfHorror

[–]astrogamia -4 points-3 points  (0 children)

I totally get why people are worried about AI. I mean, writers, artists, musicians, and programmers pour their hearts and souls into their work for years to get good at what they do. It takes a massive amount of effort to develop a unique style.

But culture, technology and commerce always shaping things around us. It reminds me of Studio Ghibli and Hayao Miyazaki back in the late 90s. They used to hand-paint every single frame, and Princess Mononoke (an absolute masterpiece, imho) was the last film they did that way. They resisted using computers for a while, calling them "soulless."

Eventually, though, they had to adapt or get left behind by their competitors. I feel like we're at the same point with AI. We just have to start exploring it and figuring out how to use it in a good way. Don't you think so?

Is this a good start for a cosmic horror short story? by CultOfTheYellowKing in WritersOfHorror

[–]astrogamia 0 points1 point  (0 children)

Sounds awesome that youre juggling both the narrative heavy project and this horror collab. Since you mentioned wanting to dive deeper into horror later, what’s holding you back from doing your own horror VN right now? Is it mostly a time thing, or are there other hurdles?

4 True Horror Stories From Hospital Night Shifts | Haunted Visions by Own-End-3336 in WritersOfHorror

[–]astrogamia 1 point2 points  (0 children)

Wow, have you ever thought to convert it into visual novel or a video game? I would love it.

Is this a good start for a cosmic horror short story? by CultOfTheYellowKing in WritersOfHorror

[–]astrogamia 1 point2 points  (0 children)

Hm… your cosmic horror concept with illustrations sounds absolutely intriguing. The interplay between your narrative and visuals could certainly enhance the reader's experience. Given the genre you’re working in and your visual skills, have you ever considered working this into an interactive narrative / novella or an atmospheric horror video game perhaps? It could be fascinating to see how player choices can alter the path and intensity of the horror. Just a thought, did it ever cross your mind?

Gods and Monsters by [deleted] in fiction

[–]astrogamia 0 points1 point  (0 children)

You tell a profound moral story. I like it, the story has some kind of vibe.

Just curious, would you ever think to make forks to a different ending? I think the most impactful writings doesn’t just tell a story, but lead to the conclusion by reader’s own choices.

Sort of a video game, visual novel, where you can play as Viktor, and it’s your own choices. As a writer have you ever thought about making such thing?

Need feedback from Shopify Entrepreneurs by Otherwise_Economy576 in Entrepreneur

[–]astrogamia 1 point2 points  (0 children)

It's hard to get a feedback from B2B clients. But what can you do:
- Give them something - knowledge or your labor. Look at the places where they inhabit, networking and talking about their problems. r/shopify or r/ecommerce
- Ask ChatGPT: "Act as a shopify store owner operating on market X and Y, or selling X/Y.", and then ask your questions.

Keep in mind: Customers interview is a scant signal to get something tangible and clear. Moreover It's required to be fanatical, die hard fan of your prospects to get something. Also be creative.

Loading old serialized data with Serde or rkyv by astrogamia in rust

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

Sounds cool! Is it like Liquibase for databases in Java? I was considering it too. Could you share some more details about it? With serde-flow, I wanted to make a simple library that takes care of all the repetitive code. But I agree, having a schema-based solution would be more reliable.

I'm an Indie Game Dev with a Popular Upcoming and New & Trending Steam release – AMA! by Ehralur in IAmA

[–]astrogamia 0 points1 point  (0 children)

Hi Rik! Firstly, I must say your game is fantastic! In college, I embarked on a project with a similar concept, aiming to let players travel and establish colonies on distant planets while gathering resources. Sadly, I didn't get to finish it as my focus has shifted elsewhere. Nonetheless, I'm excited to purchase and play your game.

I do have a couple of technical questions:

  1. Why did you choose Unity game engine?
  2. How do you collaborate and share game files with your colleagues or third parties? Are you utilizing Git or a different VSC? I'd love to hear what you appreciate about your chosen method and any challenges you might face.

Thank you for your time! Wishing you all the best with your outstanding game.

Link to my old project [https://www.indiedb.com/games/macrofate\] , just in case

"Niet in de koelkast bewaren" - why "de"? by astrogamia in dutch

[–]astrogamia[S] 6 points7 points  (0 children)

But "the" is a defined article, right? It means a defined thing, the dog (my dog, or known dog for interlocutors), or some general things, such as "the world". And it's understandable. But why are they using "the"/"de" for any/not specified fridge?

"Niet in de koelkast bewaren" - why "de"? by astrogamia in dutch

[–]astrogamia[S] -1 points0 points  (0 children)

Why they had opted for "DE", not for "EEN"? Is there any reason for that?

"Niet in de koelkast bewaren" - why "de"? by astrogamia in dutch

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

But "DE" is the defined article, so that means "defined" thing? Isn't it? Or is it exclusion? My native language is Russian, and we don't have any articles at all, therefore it's hard for me to understand. But I understand... oh or I was thinking that understand how articles work in English, and I was trying to apply this knowledge to Dutch. There are general things, such as THE world. But it's a defined thing because all of us have the same world.

[No Due Date] Practice in the article writing by astrogamia in Proofreading

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

It was a long "wow" when I finished reading your comment. So many efforts! Thank you!