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jaden_yuki

Active Member
Jul 11, 2017
931
708
While we wait for someone to release v0.97b, here's another free lecture from Professor Alex:


AI and video games

Artificial intelligence has entered our lives quite a long time ago. You have probably already heard a lot about its application in various areas of life. And maybe you have even used it yourself.
However, today we will try to narrow the topic and tell you how AI is used in the gaming industry and how even our small studio has adopted some of its tools.
Let's start with the story. The idea of creating a machine capable of thinking and making decisions started long before the advent of modern computers. But the first AI was tested in the middle of the twentieth century and was a rather simple list of algorithms for playing chess. However, half a century later, Google would create an AI that would learn to play with itself from scratch in 4 hours and would never lose to even the most perfect algorithm trained on human games. ♟️
The first video games, however, mostly before the 60s and 70s had no NPCs and were designed as two-player games. In early games like PacMan, the algorithms were customized to the local task at hand. So each ghost uses a different algorithm to determine a route and they don't "think" as a unified system. By the 90's the AI had become considerably smarter and NPCs learned to interact with each other. It became known as "global". It is an AI that is guided by input from everything going on in the game as a whole. ️
In today's AAA projects, AI is no longer just responsible for the realism of non-player characters' actions, but creates adaptive storytelling, builds locations, and helps with balance. In addition, AI tools are used to do much of the artwork. For example, in the recently released Baldur's Gate 3 a whole department worked on a self-learning machine, responsible for optimizing animation when moving on uneven terrain.
Now for the most interesting part! How are things going in our small studio? AI hasn't found a global application yet, but some developments are still being adopted. The guys from the script department use chatbots for reference information, to find references for artists. Artists are learning tools for animation. We also plan to explore the possibility of using AI for voice-overs and sound creation.
So far, the industry as a whole is using AI as a very useful tool, but in the future there is a possibility that there will be AI for creating games. And people will be forced to play games created without human input.
What do you think about this phenomenon? Write your opinion in the comments!
________________________________
AI and video games
Artificial intelligence has been a part of our lives for quite some time now. You have probably already heard a lot about its use in various areas of life. And maybe they’ve even already used it themselves.
However, today we will try to narrow the topic and talk about how AI is used in the gaming industry and how even our small indie studio has adopted some of the tools.
Let's start with history. The idea of creating a machine capable of thinking and making decisions originated long before the advent of modern computers. But the first AI was tested only in the middle of the twentieth century and was a fairly simple list of algorithms for playing chess. But half a century later, Google will create an AI that in 4 hours will learn to play with itself from scratch and will never lose to the most advanced algorithm trained on human games. ♟️
The first video games, for the most part until the 60s and 70s, did not have NPCs and were created as games for two players. In early games such as PacMan, algorithms were tuned to a local problem. So each ghost uses its own algorithm to determine the route and they do not “think” as a single system. By the 90s, AI had become significantly smarter and NPCs learned to act together with each other. They began to call it “global”. This is an AI that is guided by input from everything that happens in the game as a whole. ️
In today's AAA projects, AI is no longer simply responsible for the realistic actions of non-player characters, but creates adaptive storytelling, builds locations and selects balance. Additionally, most of the artistic work is done using AI tools. For example, in the recently released Baldur's Gate 3, an entire department worked on a self-learning machine responsible for optimizing animation when moving over uneven terrain.
Now comes the fun part! How are things going in our indie studio? AI has not yet found global application, but some developments have nevertheless been adopted. The guys from the script department use chatbots for background information and searching for references for artists. Artists are trained in animation tools. We also plan to explore the possibility of using AI for voice acting and sound creation.
So far, the industry as a whole is using AI as a very useful tool, but in the future there is a possibility that artificial intelligence will appear for creating games. And people will be forced to play games created without human intervention.
How do you feel about this phenomenon? Write your opinion in the comments!
hella curious about these AI Tools for animation. I'd really like to know
 

indio68

Engaged Member
Sep 26, 2020
3,870
3,217
so there isn't the extra version yet?? it's is true that there is a file into this standard version that can enable the scene with Alexia? thanks
 

akasubjoe

Newbie
Mar 8, 2020
65
82
Branching narrative in a visual novel:

Before I opine on this:

Just became a Patreon of Super Alex after a single play of this game. It's excellent, particularly the "Free Roam" sections, which are brilliantly done.

The first thing I do with Ren'py games is unrpa, unrpyc them and then fix them! I sorted out the incest properly (including all the places where "friend's son" occurred etc in the text), and fixed the capitalisation ("mother" is now "Mom" or "mom" correctly throughout, -- nobody calls their mother "Mother" except Bates in "Psycho" I did that by repracing the "mother" var with a function that can vary based on the context that the word is being used).

I play pretty much exclusively femdom games, and despite the MC's pretty dominant behaviour, the few femdom aspects of the game were so good that I enjoyed it a lot.

So: BRANCHING NARRATIVE: There's very little of this in this game -- the DOMINANCE flag is basically unused. That's a shame, because I'd like to be able to steer the MC into submission (like in Karlsson's Gambit or Boring Days, for example).

The MC doesn't really have much character transformation, you're basically just solving puzzles and unlocking scenes (amazingly hot scenes). So, althougheven though there's a risk of combinatorial explosion, I think making a dom and sub path for the game would have improved it a lot for me. I'd actually prefer it if scenes were determined more by the DOMINANCE flag.
 

joelurmel

Engaged Member
Nov 3, 2022
2,021
3,417
so there isn't the extra version yet?? it's is true that there is a file into this standard version that can enable the scene with Alexia? thanks
You can just tweak the standard into extra, but this does not give the files needed to see the scene
 

joelurmel

Engaged Member
Nov 3, 2022
2,021
3,417
I have the steam version, i.e. the standard version, and as soon as the extra version is released, I download the extended version and only take the bonus.rpa file from it. Always works
Interest ??? In that case, use directly the extended version, which is more rich than the Steam version...
 

Nemo56

Forum Fanatic
Jan 7, 2018
5,354
4,382
what?! kate is very boring . alexandra is a hot milf and the dev must focus next update on her
Each one to his own I guess. Milfs are ok (where I prefer the one from Photohunt, but Alex is among the top 10 in my book, maybe even top 5), but I root for Elena.

I was not talking about characters however, it was about the scene itself. The night scene with Kate is exceptional. I played quite a few of these games over the years and have not found anything like it.
 
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akasubjoe

Newbie
Mar 8, 2020
65
82
what?! kate is very boring . alexandra is a hot milf and the dev must focus next update on her
Dev must focus on whatever he wants -- only way good games get done imo. I'm supporting him rt now, because I love the visuals, and the incest thing is sort of working for me (basically calling the game "Amnesia" is a way to make the incest slightly less icky).

But key to me is the immersiveness (or lack of it) of the story in a VN game. A good story is what really makes a VN based game hot. When I get a new renpy game I usually decomplie and hack the text ("fix" the text really). In Amnesia I fixed up the incest myself (I didn't use the patch). I read and write a lot of stories on Literotica, so a good story is the main thing I look for.

There's a hint when the MC first gets home that Alex is sort of doing some mind control thing on him, which never gets developed (which is a shame, it would have been great if there was some doubt about whether it was really his family or whether it was all some weird plot). As the game progesses, the "tasks" get more like a set of puzzles to unlock lewdness. The renpy variables in the game show that the dev intended some kind of dom/sub arc, but it never got used. So my hope for the game is that he fixes up the story more.

This game could go either way for me, depending on how the story develops. Two of the other VN games I'm suppporting, Karlsson's Gambit and How To Fix The Future, are also in danger of getting really exciting, or falling flat, for the same reason.
 
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akasubjoe

Newbie
Mar 8, 2020
65
82
Alex has posted in his Patreon that he#s going back to his day job, and won't be developing the game any more, didn't monetise it as much as he wanted. Shame, thought it had potential

EDIT - Was thinking of another dev
 
Last edited:

MaxRichard

Member
Oct 7, 2023
387
965
Branching narrative in a visual novel:

Before I opine on this:

Just became a Patreon of Super Alex after a single play of this game. It's excellent, particularly the "Free Roam" sections, which are brilliantly done.

The first thing I do with Ren'py games is unrpa, unrpyc them and then fix them! I sorted out the incest properly (including all the places where "friend's son" occurred etc in the text), and fixed the capitalisation ("mother" is now "Mom" or "mom" correctly throughout, -- nobody calls their mother "Mother" except Bates in "Psycho" I did that by repracing the "mother" var with a function that can vary based on the context that the word is being used).

I play pretty much exclusively femdom games, and despite the MC's pretty dominant behaviour, the few femdom aspects of the game were so good that I enjoyed it a lot.

So: BRANCHING NARRATIVE: There's very little of this in this game -- the DOMINANCE flag is basically unused. That's a shame, because I'd like to be able to steer the MC into submission (like in Karlsson's Gambit or Boring Days, for example).

The MC doesn't really have much character transformation, you're basically just solving puzzles and unlocking scenes (amazingly hot scenes). So, althougheven though there's a risk of combinatorial explosion, I think making a dom and sub path for the game would have improved it a lot for me. I'd actually prefer it if scenes were determined more by the DOMINANCE flag.
You should try Midnight Paradise if you liked the free roam so much here. It's like this but 100x better IMHO
 
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3.40 star(s) 197 Votes