Space game (Unity)

Hello guys!

First I want thank al who supports me! Thank you guy, you are the best!

Second I will explain, that during my attempts to create a dialogue system I got very bored of standard ways to do it with fixed phrases etc and I thought why not to use AI here, I took several language models (LMs) and chose one, integrated into the game and now you can talk to LM in the game, not so sophisticated like ChatGPT, but it runs locally on your computer (using CPU, not GPU), offline and it is uncensored, so you can talk to it about anything. Also it knows the NPC parameters like weight, fullness, name, occupation, personality, so the answers will be relevant to the real situation in the game. So it should be fun.

And about current release. I’ve managed to build the game, but only for Windows for now. I’ve tested it and it works as in Unity editor, even faster. But Mac version has build successfully, but I need some time to find out why the LM does not start (same was with the windows at the beginning). So now what you can do. First- watch my latest video and you will see that NPC eats when you use some trigger phrases or senses, if you want NPC to eat willingly, you should persuade her to say that she is eating something, then reputation grows and her stomach capacity with it. Second option to grow reputation is to be polite, every reputation point gives 30 ml of stomach capacity and it is pretty easy to earn these points. Another dark option is to feed her, just use words like feed, feeding and she will eat until her absolute maximum, so no need to progress etc, but you will lose reputation and she may not eat willingly at all, even talk with you. For now there is no option of dialogue interruption by NPC, but it is possible to do in future.

P.S. I have not tested it in other languages than English, but it may be possible it will respond :slight_smile:

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As someone who bought this game, can’t say I’m happy to see this. I don’t like the use of AI in art, and I’ve never been a fan of just randomly talking to an AI auto generatored conversation. I was hoping for a written story with intent and vision, even if it was something basic or straightforward because it would be something for the player to follow along with

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Ok, thank you for your feedback! There are a lot of issues and potential issues with AI, and it is an experiment, of course, I regreted several times about this my decision as it was neither easy nor fast to implement AI. Also it may be too heavy for users etc. I deal with AIs a lot in my other life and I’m capable of prompting them well and they will do almost everything needed from them but with some degree of chaos (which I like, actually). But chaos should be controllable, of course there will be a plan and there will be hidden guidance for every AI contact in the game to be different people and to ask different questions/ ask for quests etc. This is my idea. If a lot of people will tell me they are not happy as you do. I will drop this feature from this game. No matter how much time it took to develop :slight_smile:

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I will say, part of the reason why I bought this game was because it was being hand developed, and free of AI. If that is something you want to add to the game that is your choice, and I don’t want to debate the ethics of AI. But for me I do not want to be supporting an AI project, and if this is added I would like to request a refund

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I have not claimed this project was or will always be AI free, it was your thoughts. Support me or not is always your choice. Thank you for your trust, sorry if I did something you did not expect. But if you were supporting me on Patreon you would have know me better and that I may do something unexpected and unplanned, this is a part of creativity.

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I’d say that adding AI to your game is anything but ‘creative’, given that every AI out there is merely rehashing stuff that it’s learned rather than actually ‘creating’ anything new?

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I’m surprised to hear criticism from you every time, as you are a developer. If you do not understand, I will try to explain to you. Creativity is not only about creating a unique art, it is also about creating something that you want and nobody did before you as you see it. Somehow the creator’s point of view may be different from others and the point of view may be hard. So this dissatisfaction with the world around or with others, may lead to creation or may lead to whining, how everything is awful around. I choose the way of creativity… in development. The process of adding is a creative task, I’ll explain below.
next thing I want to explain that may be not so clear for people far from AI and LM, that they are not made for creativity at all, they are made from routine or boring tasks and a little bit for reviving hard coded chat- bots or pre written game scripts, making them alive. LMs need to be controlled with prompt, not only from user, but from the system, it should be conditional, based on the context of the talk and some keywords etc., it must be programmed, but it is more like to explain principles to it or guide it, the rest talk does the LM. But I know how to work with it and in my game LM is not bare bones, it is guided.
And now user has a potential to talk to it infinitely and I will add character change later or in another game, so Space game would be AI free.
So I created something new, it is creativity to me :slight_smile:

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At the risk of ‘whining’ still further, we shall have to agree to disagree. However it’s used, AI at present is bland, generic, error prone and utterly inconsistent.

I’m sure in the future it will be a hell of a lot better, but at that point you and I will both be out of a job. Who’s going to devote hundreds or thousands of hours to create something when AI can do the equivalent in a few minutes?

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Hmm, AI today if we are talking about LLM like ChatGPT are pretty good and fast and they write code pretty good. But they are still instruments, as they do not have creativity what so ever, they are boring as hell and they do not have any kind of self will. That is because they are just mathematical probability programs, they can predict words and sentences as we use them, nothing else. So they are hardly an intellect that can compete with ours. We are not affraid of cars (they are faster than we are), we are not affraid of computers (they calculate better than us), now we should not be affraid of AI, as it just helps (to humans) to save time in writing tasks.
In my project I took pretty “stupid”/ small model, because I was concerned about users’ hardware, bigger models would have performed much better, but also much slower and more hardware demanding. For a chit chat with NPC about multiple topics I can’t predict the user may want to talk, it will talk and user is not bound to my vision of a dialogue, thought it is guided, it is not restricted. And I used uncensored version, so it won’t block any fetish discussions that also I can not foresee. So I see it as a potential for better user experience. And as you see we may have pretty close point of view about AI. I’m just sure that what technically possible and not so hardware demanding totally should be done at least tried to be done. And later if we will be progressing in AI, we may be progressing also in game dialogue systems.

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Hello guys!
So I had to remake the whole inventory system, cooking system, save/load system and notifications system. now it is better, but I still have not populated cooking system with all the dishes possible.

But I’ve added 2 NPCs in the game, removed previous, they do not yet doing something useful, except talking and eating, but I think they look good :slight_smile: Tell me what you think.

So inventory now is universal, but it has a capability to identify the object it is attached to, so cooking system rely on the inventory, so it needed update and i hope now cooking will be more intuitive. And of course a pain in the ass - notifications. But I think I did it, now you can read them well and they do not move and do not overlap ever, if you see them overlapping- tell me.

Fixed reputation saving, now it saves the reputation also it saves position and direction of all the characters in the scene NPC or Player character.

I’m planning to:

  1. Move out the AI as I see it is not supported a lot. But I will make a small game with AI for those who wants it in the game
  2. Try to deal with the clothes and it’s clipping
  3. Make dialogue system with the dialogues without AI integration in the system, like choose the answer system or maybe type the answer :slight_smile: I will think about it
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sorry to be that guy but as long your using AI not many will pay for it let alone play it…
we have seen this in other stuff as well and no matter how you try to defend it it wont beat the cold hard fact that no one wants AI in games unless its free

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Let’s be clear ‘AI’ exists in most ‘normal’ games. It’s the fundamental basis for NPCs doing what they do in games, it’s just hand molded for that particular world. Naturally, in our space, we’ve not really had a game big enough for that level of intricacy.

I’d much rather AI be used for conversational purposes than art purposes, and it will 100% be utilised to improve conversations in mainline games without us even realising in the future. As long as the AI is curated and scaffolded in some way, as long as it has a personal touch guiding it, I don’t see a problem.

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Ok, thanks, that surprises me, but I got it, I will move it out, I will keep you posted :slight_smile:

Thank you! For these purposes I will make a game with more advanced AI LM Model and we’ll see how it will be going :slight_smile: It will be a dialogue based game with uncensored themes and I think 7B model if it will be fine with CPU working scheme.

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By the way, could you, please, give me the link to the service to see the games sales statistics, from what you can track which games are selling best?

This is just flat out untrue, unless you’re counting things as basic as if-else statements as AI. Very few games have used LLMs for NPCs, and I can’t think of any that have had any significant amount of success.

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You do know that AI is more than just LLMs, right?

I know we’re discussing an LLM in use here, yes, but most games will have NPCs react to what you’re doing. It’s not a text and response, but it’ll feed a response based on an AI architecture that’ll respond in what it thinks is the right way. They’ll be way more simplified and structured that free-form LLMs but games will be moving in that direction.

The point is, using an LLM isn’t inherently good or bad. It’s how it’s implemented. If you can put the guidelines in that’ll keep it on track, and work on it so that it doesn’t immediately burn most people’s computers up, then it’s a valid enterprise to explore.

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AI is a marketing term. None of this is actual AI. LLMs have next to nothing in common with traditional game “AI”.

Maybe that is the direction the industry will take, but that still remains to be seen, and it’s a far cry from most games using AI.

All I’m saying is, you can’t say that people should accept LLMs in games because they already use AI, when what you really mean is they have logic that controls NPCs.

I’m also not saying that using an LLM is bad. What I will say, though, is that most of the output is going to be shit, and if you’re not heavily curating it, most people aren’t going to be interested.

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You do an action. The game processes that action and decides how the NPC responds.

How is that not exactly what an LLM does in text form? AI is AI, regardless of what format it takes. Just NPCs actions are, as you imply, heavily curated. We’re in a wild new frontier. There will be sloppy attempts, yes, but someone somewhere along the way will crack the code.

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You’re talking at such a high level of abstraction that the similarities are meaningless. It’s like saying a platypus is a bird because it has a beak.

if(player.moved()) {
    npc.follow();
} else {
    npc.sit();
}

Is that AI? Because it meets the definition you seem to be using.

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