I see a tremendous amount effort went into this, keep it up dev! I like what I see, very out of the box thinking if you ask me.
Public Launch v1.0
- Added reset AI settings button so players can revert to using the AI hosted on my potato PC (it is crying from overwork Q.Q)
- Added progress bar indicator when waiting for AI, and kewl text typewriter effect
- Fixed UI bugs, game should 99.99% work on phone now (landscape mode only)
- Made random cover so people can click on the game thumbnail in Itchio search
In the sundae area, I pretty much canāt do anything other than constantly run from things. Iām just endlessly bouncing between hostile encounters.
You donāt have to use the prompts given above the message sender. I ran into that as well. It seemed like I trained the AI to be a battle scenario creator. So I manually started typing in the scenarios I wanted and readjusted its course. You may need to reset character to get a new game and a fresh AI
So, I was going to test this locally via KoboldCpp, but manually inputting the local endpoint and model name does not work. Attempting to start returns Failed to complete action. Please try again.
This might be a bit of a dumb question, but do you have any recommendations or guidance on how to set it up locally? Iād love to run it on my own computer so that itās not hitting yours all the time, I just donāt really know where to even start.
near unplayable as everything fails to load even when just clicking given options from the start.
you need to download the game, canāt input kobold localhost URL into the itch.io browser because security policies block that
should be fixed now, I had an influx of 11k players (expected no more than 1.5-2k) and it overwhelmed my poor potato PC
Iāll write a guide when I have time, you can look for guides to setting up local LLM in the mean time.
I did download it. Does it insist on even locally-hosted models having an API Key? Only thing I can think of.
not sure, it depends on your koboldcpp settings, check out a guide maybe
I also tried to connect my koboldcpp to the game, I keep getting the same error. I copy-pasted my http://localhost:5001/api link into the endpoint URL, but I have no idea with what to fill the API token or Model name.
Does anyone know where to find that info?
try this url: http://localhost:5001/api/v1/chat/completions
[0d 0h] Failed to parse AI response, retrying...
[0d 0h] Failed to complete action. Please try again.
Looking into kcpp logs, itās generating a somewhat cogent output, but isnāt hooking in properly for some reason.
aww it looks like the model youāre using is probably not producing the correct format. It needs perfect JSON, so if it misses a quotation mark, comma, or anything that would give syntax error when parsing the JSON it will fail. I tried my best to āfixā the misformatted JSON string as best as I can but too many mistakes in the response and the game will give up on reading it.
Thanks for the reply! The link worked!
The only thing is, I am getting the same error as Cheddar is having.
I donāt know too much about the inner workings of text gen AI (I am glad I got Kobold running in the first placeā¦), what do I need to change in the JSON file for it to work? Maybe you could upload it?
Or should I use the same or a similar model to what you have been using?
I recommend LMStudio, much easier to use (use the latest beta). Also yes you need to pick at least instruct models, because regular RP models may not be able to produce the correct response the game needs.
v1.0.2 Patch:
- Error messages are now way more informative on what went wrong
- Revamped the entire save load system to use IndexDB to avoid the 5mb localstorage limit
- You can now download and upload save files
- Reset AI settings now also reset the system prompt
- Fixed bugs
- Game text showing \n\n instead of newlines
- Traits applied max stats incorrectly