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futt

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A member registered Apr 18, 2016

Recent community posts

1. Skills -> Stats -> right hand column, you get 3 stat points to distribute after each level-up.

2. You can buy painkillers from the vending machine in the medical wing (1 cred each iirc.), showers decrease pain a bit, and there are some perks that will automatically lower pain after each turn in combat. Also, apples relieve some pain, you can snag 4 each day for free from the garden.

3. Alex' quest (mines), doing experiments/milking for the doctor (med wing), selling loot to the vending machines, and there are a few hidden caches of drugs/items in off-limits areas that you can get to. After a while, I find that money becomes a non-issue as I'm looting more drugs than I can possibly use and there isn't really all that much else to spend it on once you have the clothing stuff etc.

4. Special moves can be acquired through perks. Weapons can be looted from some encounters (some inmates may drop shivs, guards can drop stun batons, not sure if drop rates are really low or if the drops only occur on scripted encounters/after a certain level).

As for species, horses are already a thing during character creation. You can roll a fox by selecting canine, then choosing a fox head + tail. You can also make hybrids if you want to mix it up. Lastly, there are mods - enable mods in options and restart the game, then have a look - there's rat, badger, bunny... probably more.

AIdventure community · Created a new topic Inventory System

**Is your feature request related to a problem? Please describe.**

One of the things that frustrates me the most at the moment is that the AI has no persistence when it comes to items, clothing or other things that can change on a semi-regular basis. For example, my character may well remove his jacket multiple times while walking to his bedroom. He might also be wearing a shirt and tie when he enters the house and pajamas when he walks into the kitchen.

**Describe the feature you'd like**

An initial inventory defined in the scenario, and the ability to add and remove items as we play. For the inventory to be sent along with the request to the AI, so it will always know the current state of the character, clothing and items.

**Describe alternatives you've considered**

With the current AI models I'm not sure if there is any good alternatives - but I'm no expert.

**Additional context**

I'm loving the way you've integrated the stats-system, and I think an inventory system would complement it nicely. I am aware that it might be a lot more complicated to make something that works reliably though.

Aha so the author's note eats into the space allowed for the memory then? That's not ideal, it's kinda short as it is.

And thanks for the tips on the lorebook! 

Rated! Sorry, I don't use itch.io much :) Just popped in here to buy it so you'd get more of the proceeds.

Loving it so far! Until I discovered AIdventure I was using KoboldAI to try to generate text adventures, but found it clunky to use and not really fit for that purpose. This feels much more like playing a proper game, as opposed to co-writing a story with a slightly brain-damaged AI. Well, some of the brain damage is still there - there are inconsistencies, weird phrasings and downright nonsensical outputs from time to time but nothing that can't be fixed by re-generating or light editing. Using a good model and setting up the scenario properly will probably improve results dramatically.

Looking forward to seeing where this goes and what's possible! At the asking price, this is a no-brainer, definite "buy!" from me.

Wondering if anyone has any tips or a good guide on using the memory and/or lorebook effectively to "tweak" the tone, setting and direction the game goes in? What works best, plain text descriptions or lists? Short and to the point, or elaborate and detailed? Does AIdventure have something akin to KoboldAI's "Genre" field, where you can tweak the overall tone of the story?

Finally - how do I add an entry for the player in the lorebook - i.e. what is the correct key to use? "I", "You" or "Playername"?