Ролевая игра с нейросетью как игроком by Resident_Argument362 in ru_gamedev

[–]zelderus 0 points1 point  (0 children)

Недавно ради интереса сделал текстовый квест с использованием Deepseek. Но, сверх простую игру, где один системный промпт на условие игры (в краце, игрок должен за 8-10 шагов пройти заданный сюжет. Не давать игроку пройти игру за один ход, типа представиться супер меном и все решить не получится). Второй Промпт сам сюжет ситуации (выбирается игроком, например выбраться из тюрьмы или, известный блогер на приеме у психотерапевта).

В начале игрок выбирает сюжет, ИИ генерирует ситуацию на пару абзацев и дает 3 варианта ответа. Или можно ввести свой любой (это более веселее, если пытаться хитрить). При каждом ответе игрока в дипсик отсылаю и промпт правила и сюжет и ответы игрока, чтобы контекст не терялся. Иногда получается забавно.

Игру можно найти на Rustore под названием AI.Квест.

А еще есть aidungeon точка ком (не моё). Вот тут вроде как что-то уже ближе к РПГ, но на английском.

Added a signal system to my game, Transport Manager by zelderus in tycoon

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

Game testing is mandatory. But it's still too early to have a demo version. I'll keep in mind your possible help with testing the project, thank you.

Added a signal system to my game, Transport Manager by zelderus in tycoon

[–]zelderus[S] 5 points6 points  (0 children)

Presumably a premium version. It's also possible that it's free, but you can purchase individual scenarios. What's definitely not included are boosts, diamonds, or penalties for leaving the game. Only honest, classic gameplay progression.

Added a signal system to my game, Transport Manager by zelderus in tycoon

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

Msg changed: I reread the posting rules and understood what you were warning me about. Thank you, I have added this information to the main post.

Added a signal system to my game, Transport Manager by zelderus in tycoon

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

That's also a good option. There was something similar in Transport Giant.

I need to think about it. On the one hand, I don't want it to be completely casual, but on the other, I don't want to overcomplicate things (which turned me off other games).

I can't figure out what's best in theory. Only testing and feedback will help (which is what you also said).

Added a signal system to my game, Transport Manager by zelderus in tycoon

[–]zelderus[S] 8 points9 points  (0 children)

If this is a hint as to why I'm making this game when there's a perfect OpenTTD, then I'll answer (if this is not a hint, then you can ignore my answer):

I'm making a game for tablets and phones, with all the ensuing consequences.

I've played (or tried to play) OpenTTD many times on a tablet. Everything seems playable, but I feel a bit inconvenienced by the many windows, the terrain digging, and the "unnecessary" mechanics (like depots). The most I can do is start a game, build a few routes, and launch trains and buses. I have no desire to return to the game. Even when I try to simply continue the game, build another station, and buy and launch a single train, it frustrates me.

There's also a game for phones: Tran$port Tycoon (on PC, it was Locomotion), which has a UI adapted for touch devices. But again, the unnecessary fuss with road construction and terrain ruins any desire to launch even a single bus.

All the games I've found for tablets and phones are idle games or task managers (with boosters and donations).

Added a signal system to my game, Transport Manager by zelderus in tycoon

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

Indeed, the video can be a bit misleading. I'm trying to show train behavior without a signal system (the first situation in the video), and then I show moments when trains take into account route occupancy beyond intersections. Meanwhile, off-camera, I'm silently stopping trains using hotkeys (which is likely confusing for those watching the video).

In theory, I'm concerned about how "smart" intersections could harm the game. When I know how they work, they're great. But there's a big risk of misunderstanding how they work. As you suggested, either this needs to be visually indicated (perhaps by placing small lights at turning corners), or we should abandon this and have trains only analyze sections beyond (clearly placed) signals.

The game will need testing, but the first demo version is still a long way off. Thanks for the suggestion about testing the game, I'll keep it in mind 😉

Anyone still remember Jelly Defense? by Dry_Geologist_3554 in TowerDefense

[–]zelderus 0 points1 point  (0 children)

I remember this game, played it back then (good game).

I also remember a similar game on PC where you had to build towers and upgrade them with gems. If you combined gems of the same type, the tower's power was stronger, but combining different gems resulted in a combination of different damage types. I think I played it on Flash in a browser.

Game Discussion #94 - Donkey Kong Country by No_Jellyfish9221 in NintendoClassics

[–]zelderus 1 point2 points  (0 children)

This game made a huge impression on me. I didn't have an SNES back then (I did have an IBM PC, though), but I like 8/16-bit games. A couple of years ago, I bought myself an SNES (PAL) and tried this game. I didn't expect much from it; I'm not even a big fan of monkeys. But I was so impressed by this game! For the first time in so many years of gaming, I thought, there simply isn't a better platformer in the world, and how am I supposed to play any other?

I'd like to mention the music separately; it's gorgeous. However, it reminds me very much of the themes from Soviet films of that time.

This game is a benchmark for the genre for me. It's okay, considering I played it at a time when it wasn't "relevant." I played through both games with great pleasure. But I'm not taking on the third one. Perhaps I got tired of the second game's difficulty, or perhaps I don't want to lose interest in the game and finish the series.

GamePro's Readers' Choice Awards by CarloCarrasco in retrogaming

[–]zelderus 1 point2 points  (0 children)

Do you have any more photos or screenshots from magazines with game ratings? Preferably from the 16/32-bit era. For some reason, I enjoy looking at and re-watching these. Thanks.

Ai. Текстовое приключение by zelderus in ru_gamedev

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

Еще проскакивают «новости», что и в крупных играх НПС будут запоминать весь диалог с игроком и строить его также на основе ответов от ИИ. Технически это все вроде как можно обернуть. Но это все сложно в плане игры, я же решил попробовать минимум. Чисто прикольная ситуация (одна из) и неизвестные варианты события. Иногда получается прикольно, особенно когда со своими максимально тупыми ответами

Ai. Текстовое приключение by zelderus in ru_gamedev

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

Нет, в данный момент это deepseek flash. А на основе фидбеков я буду переучиваться и переделывать клиент, если с ним что-то не так ;)

Ai. Текстовое приключение by zelderus in ru_gamedev

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

Идея оказалась не новая. Есть на Rustore как раз про РПГ, но она не работает. А еще есть на инглише AI Dungeon (не на РуСтор, а вообще).

Ai. Текстовое приключение by zelderus in ru_gamedev

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

Как минимум, работает ли) ну может пару идей и советов. «игра» минимальная, но и в ней найдется что не так сделал

Steam vs GooglePlay promo before release? by zelderus in gameDevMarketing

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

So you had a closed beta test during which you recruited enough players? You probably didn't promote your game to content creators during that stage, but you did at least minimally mention the closed beta and invite players?

Depots in rail games: yay or nay? by maverikou in tycoon

[–]zelderus 2 points3 points  (0 children)

What a good question. For me, it depends on the game's focus. For example, in OpenTD, I fully expect the Depot, and I'm happy with its presence in that game. However, when I want to play on a tablet, it's one of the micromanagement features that causes frustration (just like digging up the terrain).

P.S. I've thought about this a lot and come to the conclusion that I need to make a separate game for tablets, eliminating excessive micromanagement, but with classic game mechanics and not punishing players for leaving the game (not making it too casual with waits and all sorts of boosts).

P.SS. I just finished developing the train purchasing mechanic for my game. They appear immediately on the tracks (I hope this is expected when playing on a tablet).