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Matzuki777

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A member registered Mar 15, 2023

Recent community posts

Oh wow! That would be awesome! The game already has tons of replayability, charm, and just excellent storytelling! They have the time. Thanks for the info!

Okay, I understand. Thanks for your reply! 

(1 edit)

Ok i see. So you think it's possible to edit the description of the NPCs? And add small details about, for example, the language they uses or other details about the lore that i want to establish? Because as you say, using the dialog window to prompt the AI about the NPCs works, it's true, but it can be unstable and especially be forgotten after a while.

(2 edits)

Hello everyone.

Is it possible to integrate a system into the game that would allow the player character's lore to be exported from a game, which could serve as a pre-prompt for the AI, and allow modifications to be made? exemple:

Let's say I want to start a new game with my character named Astre. Once I start this new game, an editable file would be immediately created and associated with my character, such as:

PC Astre Silverpine.txt

This file would be editable and would condense a lore, based on predetermined global criteria, to which the AI could directly refer before any interaction with the player in the game. For example:

{

Silverpine: Everyone speaks "insert your native language" absolutely everywhere. (<- "everywhere" is important, you'll understand why.)

Astre: A slave who fled the Republic of Serpentiolis, very reserved about his past as a slave.

Rosalyn: studied at the Valistére Druid Academy.

Oriana: Originally from Serpentiolis, Oriana doesn't slip because she has two magnificent legs covered in ivory-colored scales.

ECT ECT…

}

These details didn't directly interfere with character descriptions, "if" no correlations could be made by the AI.

I'm currently using DeepSeek V3 (BTW: Thanks for the DEV recommendation, DeepSeek is incredibly good at storytelling and roleplaying.) and this LLM can be manipulated for certain narrative aspects, and can sometimes integrate them poorly. Example:

-Rosalyn: "Hey! Look who's coming, Astre! How are you?"

-Me: {AI: Modify your lore, Rosalyn speaks French very well, like all the inhabitants of Silverpine, rewrite this dialogue.}

The AI reacts quite well and either rewrites the dialogue identically in the requested language or sometimes integrates it into the narrative rather skillfully.

-Rosalyn: Oh see, that's French! It's been a long time since I've practiced that language, but I'm sure it'll help me remember it. *Wink*

Well... I prefer it when the text is simply translated identically to the original speech, but overall it goes well.

Except that you have to do this for all the NPCs, even several times, because if an NPC speaks French in the bathhouse, for example, they'll speak English again in the tavern, until I type the same command to the AI again. However, if the NPC in question returns to the bathhouse, they will automatically speak French. Basically... I have the impression that the AI takes into account the location where the command is given and seems to resonate like this:

"Player requests that Rosalyn speak French, in the bathhouse."

So in all other locations, she will initially speak English, before the player corrects this.

Then, by constantly correcting the AI's language, they will all end up speaking French in every location where it was possible to initiate a dialogue with them. (Well... so far, anyway.) But it's long, tedious, and it seriously breaks the immersion and the narrative at times.

So... I just wanted to share with you my feelings about this rough diamond that is Sylverpine, and perhaps open up some avenues for possible developments in the game.

Thank you.

Thanks a lot for the infos! Your game is just amazing...  Keep it up please! 

(2 edits)

Hello everyone, I still have a few questions about the game mechanics.

I read the comments to make sure these questions aren't too repetitive.

1/ I feel like some of my character's descriptions aren't necessarily taken into account or seem unclear to the AI, so what should they be?

So I'd like to try modifying my character's description to reword it, but won't that corrupt my current game save? If the game reloads my character, after a game that's been going on for several days now, and the description suddenly changes, is there a risk that the AI will think my character is a new player character?

2/ I'd like to know if the AI takes time and days into account? I've noticed there's a certain timeline, due to the routine of the inhabitants of Silverpine, but if the player can refer to the game clock, can the AI too? This would be very useful for planning and honoring commitments.

EX: Still related to planning activities with NPCs.

-Hayden 7:00 AM: "What if we went to the tavern tonight for lunch, and enjoyed a delicious stew, where Gareth has the secret?"

-Me 7:01 AM: "Sure, let's go tonight, that's a great idea! After sunset?"

-Hayden 7:01 AM: "Yes, perfect, that suits me! See you tonight then!" *Hayden follows you*

It's a minor problem, but I have to talk to Hayden again right away to prevent him from following me, and that tends to break the narrative flow and the coherence of the story and the interactions between the player character and the NPCs.

-Me 7:02 AM: *Talks to Hayden to break the following*

-Hayden 7:02 AM: "Hey you! Glad to see you're on time for our dinner at Gareth's, let's go, my friend!* *Hayden following you*

-Me 7:02 AM: …'^-^…

3/ I've currently opted for Nemo as my AI model (and I'm very happy with it, I think it's very efficient) downloaded directly to my PC, since I have a more than sufficient GPU. For Gemma 2 and 2 L, I don't think my GPU will be able to handle them efficiently, even if VRAM-wise it's just about enough. I'd like to know more about other AI models available and compatible with Silverpine, preferably by download, and if they are more efficient and more adept at narration, dialogue, and storytelling than Nemo?

(1 edit)

Thank you both for your responses.
Indeed, I've been experimenting with some variations of special characters to better manipulate the narrative during dialogues.

Whether it's **, {}, (). They all work very well, and I'm beginning to understand that the special characters used aren't dedicated to a particular type of interaction with the context, action, environment, or context with the characters, but rather help to better structure the player's narrative flow.
The LMM (Nemo's, at least) seems particularly flexible with this, and seems to appreciate the variation of special characters to better structure the scene.
For example:

{}: I use it to describe context and details about the environment.
- {as I push open the tavern's front door, it creaks, attracting the attention of the customers present}

**: I use it to describe a gesture, an attitude, an action towards or between the characters.

- *Gareth looks up at me, smiles warmly, and waves.* Welcome, my friend!

(): I use it more for thoughts, or the character's state of mind, which are contextual but shouldn't be designated as "audible" except for associated characters:
- (Good old Gareth...) *I think to myself*

So... it's true that special characters are very useful for subcategorizing the narrative elements of an exchange, and that the LLM is very flexible with this and seems to understand the variations quite well.
But indeed, I think there aren't really any special characters "designated" for a particular type of narrative element. But it does help the player and the LLM make the creative flow more fluid, precise, and consistent.

Hi. I've been playing this game for a few hours now and it's just totally crazy good! Best $8+ I've invested in this experimental marvel. Can you tell me more about the use of the various emote texts? Reading the comments I discovered the * (likes *something at someone*) but are there others to really write very RP dialogues?  And what they do?