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Unity Abandoned Corrupting Mia [v0.11.5] [Boola]

3.60 star(s) 16 Votes

evman9334

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Aug 15, 2018
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To be fair this is very much a "first time exposing your creation" problem. Every budding creator get through that at first. I've been around writing on the net for over fifteen years now, so my skin pretty thick, but the first year or so? Oh man I walked away off project more than I care to remember because of that.

There's just a point where as creator you start to... just go over it. There's a point where critics are easy to discern from attacks disguised as such and your eyes somewhat glaze over the idiots, but like you need actual real creating experience for that. Managing that is a whole over can of worms that a LOT of people just aren't ready for.

It's a pain in the ass, but if anyone of you end up starting making something and put it on the internet, you better be ready for people to come in and do NOTHING but tear it down piece by piece, sometime because there's a genuine reason, sometime just because they have an opportunity to hurt you for shit and giggles.

edit: I always hated the "get a thicker skin" thing when I was younger, but there's really not much else to do. Creating things is a personal, emotional endeavor, any attack on THAT is going to hit deeper than a fist to the face if you're not prepared for it. And there's not much else to do to get a thicker skin than to go on trial by fire every single darn day you put yourself out there.
This is why I look at the AI art boom in the industry as a bad direction. The benefit of actually learning art traditionally is critique. I went to art school for game design.....it was brutal. Everything you make gets torn apart by your teachers and classmates. but that builds your skin up. You become able to deal with it or you quit in a safe environment. I've had people buy my artwork as a side gig to my full time job. its much easier to be ready for art criticism and pressure. People in the normal world aren't exactly prepared for the pressure of an art timeline and the majority aren't ready for the criticism. AI art people are already going to get crushed by anti AI art critiques which really have no counterargument that is going to save face for them. So they are starting with a massive amount of criticism and when their fangirls in the discords start piling on its just a miserable experience for them. they usually build an echo chamber in their discords and try to ignore critiques until it floods into that chamber and whether they swim or drown is up to them.
 
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evman9334

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It might be boola's first time integrating AI, and just like what I've seen and guessed, he didn't implemented any prompt engineering or at least token optimization techniques.

if boola didn't abandoned this game or at least gave a heads-up, a lot of us and even i included may have assisted with the issues, and that's if he's open minded enough and willing to learn. As for the individual plot threads, several optimization techniques such as "chunking" or a mini built-in memory system module for the AI, or a general memory map wherein the AI does not always have to be fed with the full context of the chat every user prompt would have saved a lot of tokens and improved performance. a common technique that most AI engineers also use is having or saving a summarized version of the context every certain period of interval (maybe per chapter would do??), which is what will be fed to the AI and depending on the integration, further optimization could have a conditional "lookup" for specific fragments of the chat context if needed so it helps balance out the quality and token efficiency of the AI
I tend to want to point to traditional game coding methods as the best option for maintaining storylines and processes in a game. the issue for anyone using AI as a shortcut in the processes for this is that you are relying on a system you don't have a full understanding of. there's a reason most big companies build their own game engines for their big games. they created it so they know everything it can do. And if they need it to do something new they can add it.

The big problem for Boolah is that he wasn't exactly prepared for the game he was developing. He didn't understand the coding, writing, or the systems he was putting in. He started very well with a basic phone game that had a great series of small additions like the system of photos having mystery clues you could click on to have the MC notice shit in photos and change dialogue which was abandoned way too soon. or the AI texting thing which was not abandoned soon enough.
 
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CodeofDusk

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I tend to want to point to traditional game coding methods as the best option for maintaining storylines and processes in a game. the issue for anyone using AI as a shortcut in the processes for this is that you are relying on a system you don't have a full understanding of. there's a reason most big companies build their own game engines for their big games. they created it so they know everything it can do. And if they need it to do something new they can add it.

The big problem for Boolah is that he wasn't exactly prepared for the game he was developing. He didn't understand the coding, writing, or the systems he was putting in. He started very well with a basic phone game that had a great series of small additions like the system of photos having mystery clues you could click on to have the MC notice shit in photos and change dialogue which was abandoned way too soon. or the AI texting thing which was not abandoned soon enough.
In the professional world we refer to those "traditional game coding methods" as native programmers. It's not limited to just in the gaming industry, but generally in any area that involves "programming". I think a lot of people, and not just a lot but most people that are just looking for "shortcuts" are using AI in the wrong way that doesn't provide proper growth or learning.

just like what you've mentioned, I think most of people that use AI as a shortcut alone for games, probably do not have a formal or professional background/education in programming. from what I can see, boolah might have been one of those. The problem with relying too much with AI, especially in the domain of programming is that some people do not have an understanding why a certain bug happens (even the most basic ones), or how a system architecture works (probably no data structure and algorithm/back-end foundation). I've seen quite a bit of games that are generally a mess of spaghetti code and logic that do not make sense that are probably generated by AI alone.

one of the hallmark of a source code that isn't even at least modified or natively coded by a programmer but by an AI is a codebase with entirely no separation of concern like MVC frameworks (like web dev frameworks)
 
3.60 star(s) 16 Votes