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Formamorph

Every choice transforms your body and shapes your adventure · By FieryLion, Jake James

General Discussion Sticky

A topic by FieryLion created Feb 12, 2025 Views: 37,040 Replies: 287
Viewing posts 21 to 40 of 112 · Next page · Previous page · First page · Last page

I have one quick question: how do the stats thresholds work? For example, if I have Satiation and it is currently at a value of 40 with the thresholds 30 for pretty hungry and 50 for a little hungry, which will the AI choose?

the game its constantly crash

Developer

what error message did you get?

Well there is no error actually it crashes and stays on the same screen repeating the same 2 frames 

Deleted 94 days ago
Developer

you can override an uploaded photo by clicking on it

(1 edit)

I have been trying to look it up but I just can’t figure out how to word it correctly on google. But what I wanted to know is say you have a 131k character memory. When it reaches that limit does it completely forget those 131k characters? Or does it just forget the oldest interactions for new ones? I am just not sure how much 131k can really remember so I don’t know if I should keep reminding it of things so it does not forget.

Developer

It will forget the oldest interactions for new ones. 131k is an astounding amount, enough for a short novel of a dozen chapters.

Alrighty thanks! :)

Hello, how were you able to increase the speed of responsiveness and response generation from AI?

Developer (1 edit)

By streaming the AI response instead of waiting for the AI to type out everything

(2 edits)

Can you write a small tutorial? How to do this with local AI? I will be very grateful to you.

Is there any restrictions in game text prompt's length?

Asking because AI deffenetly cant access all of the prompts I gave it.  So just to be sure is it my problem, or some kind of restricion 

the sentences keep cutting off and when i try to limit the token output it keeps doing it. is there a way to fix that?

Might have figured it out. in the game world prompts I changed the paragraph to 7 sentences only and it seems to be working.

So two suggestions, the first would be a token counter or token percentage usage so the player can see how many tokens have been used by his current roleplay. Like it the player has an AI model that provides 10K tokens, if the player uses a hundred tokens, then he's used 1% of the available tokens. 

I am quite ignorant of AI and how the system works so please ignore if this is impossible but when the AI reaches a certain point, it could create a kind of save file or data packet with the relevant data done so far. As an example, the player has a make shift spear, is weak to hypnotism, has stats A, B and C etc in a formalised file. If the data has already been generated, would the token use be lowered to check the created data packet for items etc, physical characteristics, statistics etc rather than using tickets to regenerate more tokens? Or would it be the same? A dynamic inventory/state file might be more efficient means of token usage? Being cheeky, I asked the AI first. Here's the question and response, hopefully it might help:


The following is in the context of running a game generated entirely by ai.

Is it possible for when the AI reaches a certain point, it could create a kind of save file or data packet with the relevant data done so far. As an example, the player has a make shift spear, is weak to hypnotism, has stats A, B and C etc in a formalised file. The aim of this is to minimise the use of tokens and generate files that can be created to add themes, statistics etc to the game so a horror game doesn't find itself with comedy elements, a pornographic game maintains details so the player character doesn't start sucking cock in a glory hole only to get a follow up scene that they're in a bed in a model

Assistant mistral-nemo-instruct-2407Yes, it's possible for an AI like me to create save files or data packets containing relevant information about the game state, character attributes, and other pertinent data. This approach can help manage token usage more efficiently and maintain consistency in the generated content.

Here are some ways we could implement this:

    1. Structured data formats: We can use structured data formats like JSON, XML, or YAML to create save files that store relevant information about the game state, character statistics, items, and other objects.
    2. Key-value pairs: The save file could consist of key-value pairs, where keys represent attributes or properties (e.g., player_weaponhypnotism_resistancestat_strengthstat_intelligencestat_endurance), and values store the corresponding data.
    3. Checkpoints and updates: At specific intervals or based on certain events in the game, the AI could generate a save file containing the most recent and relevant information. These save files can then be loaded at the start of new sessions to resume gameplay with consistent character progression and attributes.

    Here's an example of what a save file might look like using JSON:

    {   "player": {     "name": "John Doe",     "weapon": "make-shift spear",     "resistances": {       "hypnotism": 0.3     },     "stats": {       "strength": 5,       "intelligence": 7,       "endurance": 6     }   },   "game_settings": {     "genre": "horror"   } } 


    With this approach, you could ensure that the generated game maintains consistent themes and attributes by loading appropriate save files at the start of new sessions. This can help minimize token usage and prevent unwanted or inconsistent elements from appearing in the generated content.

    To facilitate this process, you can provide clear prompts and guidelines for the AI when creating save files, such as specifying which attributes to include, update, or prioritize.

  • Have you gotten this to work or are you still figuring it out? If you have figured it out id love to see a guide as I have certainly noticed a few instances where checkpoints or a scene/attribute save would help tremendously. I was trying to talk to the LM Studio discord about figuring out how to do this actually as I am still very new to AI. 

    how would one go about gaining traits mid game instead at just the start?

    Developer

    not possible yet, I’m looking to see how to implement that

    Deleted post
    Developer (1 edit)

    Working on world storage and browsing, currently due to the large size of worlds, they cannot be directly stored and loaded in your browser localStorage (hence you can only clone the default worlds, or download and upload your custom world file that will not persist if you refresh the game page). I will have to use a database system (IndexDB) which is more complex to implement.

    Can i use a Entity to represent the player? 

    Developer

    maybe? If you put into the world system prompt that the <ENTITY NAME> is the player. Not sure why you’d want to do this though. If you want to describe the player character, do it in the world’s system prompt

    Can I add armor as functional stat?

    So armor could take part of the damage, be damaged and could be described. Could be restored by player and could be taken off.

    Have you any advices?

    Developer(+1)

    it could work, make sure your armor stat descriptor says in detail that this stat will reduce damage taken

    Thank you!

    (+1)

    Hi, I’m enjoying the game so far. I’ve got two questions/suggestions.

    1. Would a Linux build be workable to allow switching the AI endpoint etc without needing to deal with Wine?

    2. Would integrating a scripting language (Lua, Javascript, or whatever), to force sending a prompt, manipulating stats in a certain way, or triggering a gameover screen under certain conditions, as part of world construction be possible? More complex concepts exceed the bounds of local AI pretty easily and the AI isn’t always reliable for clear cut rules. Offloading hard rules in world creation should provide some possibilities, for example, your stomach and satiety hit zero triggers a gameover by starving, your stamina hits zero triggering your character collapsing from exhaustion, a specific character is present when you enter a particular room for the first time, etc.

    Not long after I posted this … that’s uncanny. I swear I didn’t manipulate the text, it just decided the roommate on my custom world is named Lua after I posted about scripting languages.

    You wake up in your cozy, albeit modest, bedroom in the heart of Fluffburg Downtown. The sun streams in through the window, casting a warm glow on the mismatched furniture. Your roommate, a sleek lamia named Lua, is already awake, her serpentine tail coiled at the foot of her bed. She regards you with a curious, almost hungry gaze, her forked tongue flickering slightly. You remember the looming deadline - you need to give Lua 1000 money by day 7, or she might see you as more than just a roommate.

    (+1)

    After some experimenting I have found that editing the first line in the "Game Text Prompt" in the System Prompts section of the settings has provided me with a more enjoyable experience. I replace the section saying "direct the player" with a phrase that contains "provide the player with a narrative decision point" and then something about giving the player the ability to move the story forward or give the player options to continue the narrative. The second half of the phrase has been the variable part of my experiments. For me it has curbed the habit of the AI producing an entire short story with a conclusion (with the one paragraph limit turned OFF). I have encountered some instances of the AI putting lists of possible actions to take in the event text instead of in the choice boxes, but it stops if I start a new game. It's not perfect but something I have been trying.

    Can you post specifically what you have or have tried and the results? I would love to know this as this has been a pain in my a** that I have been trying to find other ways around but I have not experimented a lot with the prompts as I should have.

    Hello! I was wodnering if there is possibility for ai to create and modify json files. Or something similar to keep track and reminditself of transfromations, npc. locations and apperance of them. I am trying in various ways but a im not sure if i reinforce anything in that way.

    Developer

    most creative RP ai can’t produce proper JSON formatting sadly

    Shame, thanks anyway. Will have to just remind it again and again from time to time

    Will you ever consider larger sizes or new body parts (i.e. futa dicks)

    Developer

    yes but I lack 3d modelling skills Q.Q

    (1 edit)

    Here's the enormous choices I received when I touched the [Choices Prompt]s a bit... I think I need to tweak it a bit more, It's basically serving everything to me on a silver platter, the choices are great but altering them is a hassle with these crazy things.

    Erm, something happened, maybe? Just randomly.

    Seems like a perfectly normal response and choice prompt to me.

    What AI model are you using though?

    Lol, I was testing 'thea-rp-3b-25r-i1-GGUF/thea-rp-3b-25r.i1-Q4_K_S.gguf', on 120000 max context tokens and .94 temp, and on game start there was a 50/50 chance of weird things happening... But they'd smooth out (after some hidden dialogue) on the next input 😝.

    (+1)

    Would you ever consider adding fields to control the parameters ( like temp, top_p, etc ) for the model for hosted versions like OpenRouter and DeepInfra as well as local hosted solutions? Looking through the docs, this appears to be part of the base OpenAI API specs.

    {     
      "model":"shuyuej/Mistral-Nemo-Instruct-2407-GPTQ",
      "temperature": "some temp",
      "top_p": "etc",
      "min_p": "etc",
      "messages":[         ...         ],     
    "max_tokens":1024,"stream":true,"stop":["\n"] }
    

    https://platform.openai.com/docs/api-reference/completions/create
    https://openrouter.ai/docs/api-reference/overview
    https://lmstudio.ai/docs/app/api/endpoints/openai
    ( Deep Infra API docs require going to deployment to view otherwise I would list them here too)

    I was able to replicate the POST requests your game makes with some added fields and it didn't immediately fail though the output was interesting.
    I'm not sure what effects this would have on Oobabooga but I would hope it wouldn't break anything if its following the API specs

    Asking since DeepInfra and OpenRouter AI only seem to support setting these through the API and some models might benefit from fine tuning these parameters.

    Developer(+1)

    added to todolist

    (+1)

    I would like the input box to be focused when finished generating text, sometimes I type text directly without selecting a answer and it's troublesome when it's not focused.

    Developer

    I considered this but would be unplayable on mobile if the input box keeps getting focus, because the keyboard takes up the entire screenspace. :c currently the game is having trouble detecting if its on mobile or not, so this feature will wreck mobile users

    It looks like it's HTML-based, so maybe you could use the user-agent value in the request header to distinguish between Windows and Mac OS. I know Android displays as Linux unless you make it an app, so it might be hard, but I think you can recognize the two.

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