Thank you for the feedback! Unfortunately most of the issues were due to this game thread being made too early, literally an hour or so after the game was made public on Itch.io (uploaders are so fast :O). Usually I wait until the game is stable enough before requesting a game thread on f95. All of the errors here were because the original game server (my potato PC) died, likely because it got hit with 11k players on itch.io and god knows how many on f95, I was only expecting 2k or less!!
The creator decided to say this to the AI: game_text should be as long as possible!
Obviously, the AI will try its best to generate very long text - to the detriment of the game, because often it'll generate over the limit (set by Max Output Tokens
), after which it'll be cut-off mid generation, and the game then fails to parse the output.
Hmm on my test the AI only produce very short paragraphs, often only a few sentences. That's why I told it to produce as much game_Text as it can. I'm working with a relatively small model (mistral nemo gptq). It never ran into the over generate issue on my end. I can't say the same for the other AI models.
The way information is sent to the AI. Example: The AI has no idea about the current/min/max values of each stat, because it's not sent. World information is sent… as a massive unclean json dump, with redundant text (does the AI really need to know the entity id) and strange formatting (why does every "
come with a \
before it).
This is a work in progress, I cleaned the JSON and removed unused fields (images and in-game desc are scrubbed for example), thanks for the reminder as I forgot to scrub the entity ids. for the
\
its because its stringified json, I'm looking into how to remove these when stringify JSON data.
No place to change samplers, which are parameters used to change how the AI behaves.
I'm using the standard openAI chat API which lacks a lot of parameters, this is the price to pay for supporting as many different AI chat clients as possible (openrouter, koboldcpp, other AI providers and local llm clients...)
Gameplay: Not much to comment here, cause there really isn't any content yet. What I hope the creator do in the future with this project is a curated experience.
Yeah the game description says it right there: I wanted to make an RPG text engine, I didn't put as much time into the 4 starting worlds because
they are more like tutorials and examples for others to use to create their own worlds! Have you checked out the world editor yet? My next plan is to create a webservice to host worlds created and shared by others, and make the 3D character model editor modular so it can be swapped with different types of characters and so on.
In general, I made this for my community because I got a lot of requests from my players to create more interactive AI experiences after my last
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got popular, so that they can make their own infinite adventures.