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A jam submission

EVERCHANGING QUESTView game page

Submitted by jofthomas — 2 hours, 58 minutes before the deadline
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EVERCHANGING QUEST's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#43.8333.833
Creativity#44.1254.125
Theme#53.8753.875
Fun#113.5003.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Use of Open Source AI
In this game Items, Level story, level objectives, Tiles placements as well as objects are generated from an LLM GPT-4 function call. With more time I would have used Transformer angents with some custom Tools and maybe langchain/haystack. When generating an asset, Zero shot is used to find the best asset out of a predifined list to fit the created item. I also helped myself a lot from ChatGPT/starcoder to code so much functions in this very short time.

Theme
This game is opening the door to infinite game possibilites. I defined a base scenario that the AI expands. Each level becomes a blank canvas where the AI can create infinite stories ( if given tiles). This is a proof of concept to demonstrate the possible use of LLM inside games, so the number of available tiles is limited, but it can be extended easily with more time.

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Comments

Submitted(+1)

A great work! And, an indeed playable game :) I guess generative AI should definitely improve currently existing procedural generation pipelines and build rich worlds while also requiring less effort to achieve that.

Developer

Happy you liked it !

Indeed, I think generative AI will have a huge impact in games, and the biggest change for me will be NPC agents ( from the transformers library, not RL agents ) but it would have been way too complex and unstable to implement in 2 days.

Submitted(+1)

Incredible use of AI ! I was very surprised by the mix of text and speech generation. Both work perfectly together !

Developer

Thank you !

I was pretty surprised myself how well it worked too !

Submitted(+1)

Very impressive! :) 

Developer

Thank you ! Happy you liked it 

Submitted(+1)

I didn't know about LLM before, I'm impressed by how useful it is!
Nice job

Developer(+1)

Thanks ! It is a very usefull tool :) but the core about the game is function call. Acheck it out. I shared the code

Submitted(+1)

I'm impressed by the TTS and LLM integrations.  The enemies were too large and got caught on the doorways so that I could just sit in the hall and kill them.   One thing to look at for the item generation is using a stable diffusion model, that you could train with your tileset, then ask it for an item fitting a specific description.  Same for enemies with background removal, although I admit animations for enemies like that would be a challenge.

Developer (1 edit) (+1)

Thank you for testing it ;) I'm a data scientist so my idea  was just to demonstrate the potential use of LLM. I actually never made any fancy games prior to this jam, so the gamplay is FAR from perfect. it's not meant to be hard or anything. just demonstrate something new.

I agree with you analysis, I tried to explain it, but if I had more time I would use transformer agents with falcon 7B and use diffusers tools to generate assets. Or another approach that I considered would have been to use a ClipSeg tool inside an agent to find a usable asset out of a big spritsheet of objects. In the end, I did not get the time to produce what I was thinking about.Thus this is only a POC

Submitted

Ya, 48 hours is tight.  We ended up getting Falcon 7B using basic descriptions to then prompt Stable diffusion.

What we did was we had the gameplay set, and specific strings used to define the enemies (e.g. "A weak long ranged enemy") then used the setup to ask the LLM for
"give me the name of an enemy that would be in a world {world description} fighting against {character description} with the description {enemy description}"
That then chained into
"give me the visual description of the character {Enemy Name} in the world {world description}"
Which chained to asking stable diffusion for an image with background removed of
"A figure in the center of frame. {Enemy Visual Description}. 4K. colorful. High Quality..."

I'd already been using this kind of chaining prompts in other projects.  It does require a decent amount of prompt engineering to get them just right, as a prompt early in the chain being off makes the ones later in the chain even further off.

Developer (1 edit) (+1)

Ah,  that's a nice pipeline, it seems indeed very noise sensitive as any unprecented output in the early stages gets amplified at the end of the pipeline. in your case if the guidance toolkit was working properly ( chich is not the case, I tested multiple times ) it would have been interesting to have stable prompts :https://github.com/microsoft/guidance

But I judge by results, and in your case it worked well.

Submitted(+1)

I like the gameplay and it’s a very creative approach. The LLM generated parts are prety interesting I can see future games picking up this approach to customize the game to what the players want: action focused players will get more creative and varied enemies while story focused gamers can have an entire novel writen by the LLM to explore.

Nice! old school vibes !