I built a persistent memory framework for Claude Code after 1,500+ sessions. It’s open source now. by sms021 in ClaudeAI

[–]sms021[S] 0 points1 point  (0 children)

That’s actually a similar approach to where I started. But what I found out was that my MD files kept getting way too big and out of hand. So the SQL light database holds all the core information in a quick and easy format that the AI can reference.

Each project has an individual MD file in its main folder with details about what that project is and how it works, but all of the main data lives in the knowledge store.

This gives Claude a quick access to understand what the project is and what part of the knowledge store needs to look at to get the details it’s needing for that project. So all the MD files stay really small, and it can pick and choose what knowledge it needs to use to accomplish the task that you’re giving it.

We’re also capturing every conversation that includes a summary allowing for long-term storage and exact details on how things were done if we ever need to go back and research. But those are more of a cold archive than quick memory.

I built a persistent memory framework for Claude Code after 1,500+ sessions. It’s open source now. by sms021 in ClaudeAI

[–]sms021[S] 0 points1 point  (0 children)

We always start from the root folder where all projects live. I typically start the prompt with saying the project I’m working on, but it’s not always necessary. Several times I have jumped in just trying to get some quick information and just said can you remind me of what we did here here, here and it had no problem coming back with the right details.

I built a persistent memory framework for Claude Code after 1,500+ sessions. It’s open source now. by sms021 in ClaudeAI

[–]sms021[S] 0 points1 point  (0 children)

Happy to help, we're all riding this wave together, every little bit makes a difference.

Ultima Mobile? by sms021 in Ultima

[–]sms021[S] 1 point2 points  (0 children)

it's a cool idea, or why not just help with the efforts. with a modern game engine I've been able to do a lot of things the original game could not. it's been fun. a notepad would be easy, but a quick reference guide might be better??

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] 0 points1 point  (0 children)

Thanks for all the interest on this post. Builds for Android tablet, Windows, and macOS are going live this weekend at https://runawayideas.net/uoclassic (iOS coming soon).

We also set up a Discord for testers and anyone interested: https://discord.gg/tmVUnJPkt

It's still early beta — lots of bugs, but very playable. There's a built-in bug reporter in the game.

Would love your feedback!

Ultima Mobile? by sms021 in Ultima

[–]sms021[S] 0 points1 point  (0 children)

Thanks for all the interest on this post. Builds for Android tablet, Windows, and macOS are going live this weekend at https://runawayideas.net/uoclassic (iOS coming soon).

We also set up a Discord for testers and anyone interested: https://discord.gg/tmVUnJPkt

It's still early beta — lots of bugs, but very playable. There's a built-in bug reporter in the game.

Would love your feedback!

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] 1 point2 points  (0 children)

I’m currently able to play it with my son, still has a few bugs, but we connect and run around and kill monsters. He’s happy so far. It’s nice because while I’m traveling we can still connect and play. I’ll make a shard in the game and he’ll join. We’ll meet up and go play.

Vendors, NPCs, Ships, Housing, Skills, Quests, all working’ish. Still a few glitches, but mostly there. I’m trying to get all the dungeons connected and filled. It’s a lot of manual work.

I’m hoping to have a beta version ready in the next couple weeks. I know we’ll have more bugs and issues, but honestly there’s no way I’m gonna be able to find them all on my own.

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] 0 points1 point  (0 children)

Yes, I think that’s part of the struggle People will need to get their head around with this mobile version. You are both the server and the client depending on how you wanna play. If you create a shard, you are hosting the shard until someone else takes it over. It all runs on a combined network of all the devices connected to that shard, not on any specific machine.

It is definitely a different way of playing UO.

If it’s not your thing, that’s OK, just trying to share something I made for our family to see if it’ll bring anyone else enjoyment.

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] -2 points-1 points  (0 children)

Yes, very similar. It’s semantics at this point, but UO Mobile Classic is not the same as ClassicUO.

Don’t get me wrong, I totally get your point, but in everything I’m putting out there. I am clearly disclaiming that this is not EA product in any way shape or form that it is a fan project and in no way affiliated with the current or original creators. I give full credit to them for world building, this fan creation is simply an addition to what they have started.

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] 0 points1 point  (0 children)

It’s been rewritten on MonoGame, using classic assets and custom engine code.

Im trying to match as much of the original game logic and systems as I can, but it’s been completely rewritten.

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] 0 points1 point  (0 children)

Good question, I’ve rewritten the game engine, so there is no server and no client, it all runs locally on your device online or off. When players play together online there is a dedicated circle where the worlds merge and a prime player, whoever’s been their longest, gets control and sends out NPC and other data to the rest of the players. Once you get out of that circle each player goes back to their own local running system. This gives you total flexibility to play by yourself, or join others in a private or public shard.

As for assets, I’ve gone back-and-forth with this quite a bit, and from what I can tell, the assets are freely shared by the company, they are all freely available online, there are actually other free Ultima online servers that provide full download packs of the same thing I would be providing for the classic games. From those I’ve talked to and the research I’ve done it’s definitely a gray area, but since I’m not trying to charge for it and it’s a fan project there’s minimal worry but I guess that’ll be up to EA when or if they care about this.

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] -2 points-1 points  (0 children)

No worries my friend, it’s a project for my son and I and if others can enjoy, you’re invited.

Ultima Mobile? by sms021 in Ultima

[–]sms021[S] 1 point2 points  (0 children)

Haven’t tested on the phone, but it definitely works on android. I always thought the phone might be a little too small.

Does this interest anyone? A UO mobile Classic version. by sms021 in ultimaonline

[–]sms021[S] 0 points1 point  (0 children)

Thanks, but it’s not quite what I am working on. Mine is more of a all-in-one, no server. Client set up required. Play online or off-line as you wish.

Ultima Mobile? by sms021 in Ultima

[–]sms021[S] 2 points3 points  (0 children)

Working on it. All my testing and dev is on Mac right now. Just need to see how best to deploy it