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DREAM_SEARCH_REPEAT

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A member registered May 19, 2022 · View creator page →

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Oh, that's better. I check the link you gave me. I think the problem is inside 'behavior_svcAI100.js' If you open the file (you can use notepad)  go to 'Edit-Search' type '//smooth rotation' you should reach these lines: 


    MoveAI(this.AI,AIpos,waypointPos,this.MoveSpeed*Delta); //not smooth rotation

    //MoveToNPC(this.AI,waypointPos,this.MoveSpeed*Delta ,Delta/3); //smooth rotation #######################SMOOT ROTATE

 The // before MoveToNPC is to comment that line (basically deactivating it). You could try commending MoveAI (just type // before it) and uncomment MoveToNPC, i think it's only there where you have to make that change. (Only uncomment the first couple of / not the part: '//smooth rotation')


'i think they only attack a TPS Actor he made' I think you have to indicate the player character in the behaviour, in the 'PLAYER' slot. I think another problem i may be present is if the player is too small. Try to scale it to the size of coppercube's prefab character. 

Hope it may help. :-)

Yeah, and no. The thing is, it's not a matter of burden. Even using AI like chatGPT, a system like the one you're describing takes months to build. In the best-case scenario, it could take two months (and I'd be being extremely optimistic with that number). You don't want a simple script, but a more complete system. :-/ I can try to guide you, or as I said, by writing small, specific pieces of code, like generating random numbers or calculating distances. Now, if you're looking for me to build the entire system for you, well, not for free, sorry.

Can I suggest you make the enemies more limited? For example, I might make an action/shooter game in Coppercube in the future, but I was thinking of making the enemies stay in position (not move) and always facing the direction the playable character has to pass, as if 'waiting' for them.

Making video-games is like making illusions, you don't need to create smart NPC's, but make them look smart. :-) 

I think it´s pretty much doable i think. Is like a supernatural version of 'Squid Game'? more or less? What you just wrote can be a trailer. Are wanting to make a game or a movie out of it? 

Well, i have some idea of what type of soldier you wanna create. If ididn't understood wrong, you basically want to create an AI similar to DOOM from 1993. But how that AI is made and works will depend of how you are making your game. There is not a 'universal' AI that works in al games (at least not drag and drop).I am not an expert but. I can try to give you a hand. Can you share something about the game you are creating?  Not plot or lore if not' needed, but in design. How the enemies should  behave exactly?  Are you expecting to use the NPC pathfinding from this game? should the enemies 'hear' the player? are the levels linear like... Max Payne 1 or semi open like DOOM or Duke Nukem 3D? I can try to pinpoint some directions or if you want a piece of code  transformed in an action/behaviour script i can try to make it for you.

You don't program like, at all? Well. A NPC like this one may become either too tricky or cumbersome to make without programming. So if you need help. I can try to create some small actions for you if you need.

Don't be afraid to ask me anything else you need.

Lucks. :-)

(1 edit)

Well, the good news is that what you want isn't rocket science. Now, that doesn't make it easy.

Warning: Wall of nerdy text below. XD

Let's see, you're going to need a few extra things. To start, you need the NPC to be able to see the player. I don't know if you have anything set up for that.

If you don't have a vision system, a fairly simple way to do it is by combining a billboard with the 'near something' behavior (or whatever it's called; I have Coppercube in Spanish) that reacts to the player entering. Make that billboard a child of the NPC's mesh. When the player enters the billboard's area, send a raycast from the NPC to the player.

Why like this? The billboard's area is to detect if the player is within the NPC's field of view, and the raycast is to ensure that the player isn't behind an object like a wall.

From here: if the player is visible (within the billboard area and within raycast range), you'd need to choose a waypoint to send the NPC to. I wouldn't recommend a random waypoint because: A) the NPC could move to the other side of the map, or B) the NPC could choose the waypoint where the player is. If possible, I recommend using waypoints with names like 'cover1', 'cover2', and so on,

placed in corners or behind objects like low walls or boxes. This way, you can loop through these 'cover' waypoints and calculate the distance to find the closest one to the NPC and send them there using 'NPC pathfinding'.

Then, when the player moves out of view (beyond the billboard box mentioned earlier), you can calculate the distance between the player and all the waypoints to find the closest one. Once you have it, send any enemies currently fighting to that waypoint. If they see the player again, everything will repeat; otherwise, they'll wait for the player to appear. If you want them to keep chasing the player, you'll need to loop the distance calculation between waypoints and the player.

For the hit animations, Coppercube uses the 'AI actor' component by default, which I use in the 'NPC Pathfinding' to make Greta move from one point to another in the game. This same behavior has slots with names like 'ActionActivate' and 'ActionWhenHit'. What I suggest you try is having two behaviors for the NPC. The 'AI Game Actor' and a 'Do every x time' statement: In the first, we'll detect, for example, if the player has shot the NPC and change the value of a variable, IDK let's call it: 'NPC_state', to, say, 2. Then, in the 'Do every x time' statement, we'll check if 'NPC_state' is 2, and if so, generate a random number, for example, from 1 to 3. If it's 1, we'll play the 'Wounded' animation.

The system could be something like this: Each soldier NPC would have its own 'NPC_state' defining its current state. 0 could be 'idle' or 'waiting', 1 'attacking' (when it has spotted the player), 2 'taking damage', and 3 'dead'. In the 'AI Game Actor' statement or the the billboard, you change the NPC's state.

And with the 'Do every x time' statement, you compare the states and activate their corresponding consequences within the game.

There are forums on the Coppercube website where you could get extra help; I don't know if you've checked them out, by the way. Do you know how to program? You don't need to be an expert. I just need to know how I can best help you.

The problem is that there are many types of enemy soldier AI, and depending on the game’s structure and setting, they’ll function in one way or another. A soldier from *DOOM* (1993) or the first *Medal of Honor* isn’t the same as a soldier from *Call of Duty* or *Arma 3*. Even within the same game, you can have soldiers that behave differently. For example: in the first *Half-Life*, you have the marines and the Black Ops.

As I said, I’m not promising anything, but if you’re working on a game, I can try to help you create a soldier-type enemy. I’ll need at least an idea of how you expect them to function. Think of them more like a state machine or something like that, where depending on certain conditions being met, internal functions are activated or not. In other words, something like, “If I don’t see the enemy, then I patrol,” and things like that. Do you have something designed or more or less in mind?

Thanks, though I can't take the credit. I made it with ChatGPT.

:-/

And honestly, why don't I create an enemy action or behavior from there? Well, for one thing, it didn't occur to me, haha. For another, there are many types of enemies that work differently: soldiers who take cover, zombies, blind monsters that react to sound, paranormal entities, a math teacher, etc.

Need help making a specific enemy? I can’t promise anything, and I’m busy with an asset pack, but I can try to give you a hand.

:-)

You are welcome pal. :-)

To be clear. You don't put the nodes as is in the variables, you put the names of the nodes either by doing a  'ccbSetCopperCubeVariable(varname, value)' or by using the action 'Set or change a variable'. 

So if you wanna move a character to a node named "chair", you either do a ccbSetCopperCubeVariable("end_node", "chair") or a 'Set or change a variable' -> VariableName = 'end_node' , operation = 'Set (=)' , ValueType = 'Value' , Value = 'chair'

Here, simply create a js file with this:

/*
<action jsname="action_send_txt_file_to_var" description="Read a txt file and send it to a variable">
<property name="Filename" type="string" default="Filename.txt" description="Enter the Filemname to be entered"/>
<property name="Variable_Name" type="string" default="" description="Enter the name of variable to be loaded"/>
</action>

*/

action_send_txt_file_to_var = function () {

};

action_send_txt_file_to_var.prototype.execute = function (currentNode)
{

ccbSetCopperCubeVariable(this.Variable_Name,ccbReadFileContent(this.Filename));

};

You can either use this script or what i said ' ccbSetCopperCubeVariable("nodes",ccbReadFileContent("Lvl1.txt"));' inside the action 'execute a javascript' 

Don't be afraid to ask me anything else. :-) lucks.

Now i think about it, i have an extension for an action that does that exact thing. I don't have it at hand right now, but i can share it later.

In coppercube's documentation there is a Javascript reference glossary: https://www.ambiera.com/coppercube/doc/index.html

But basically, once you created the txt file using 5v3n plugin you can use 'ccbReadFileContent(filename)' to load the file and 

'ccbSetCopperCubeVariable(varname, value)' to send them into a var. something like this: 

ccbSetCopperCubeVariable("nodes",ccbReadFileContent("Lvl1.txt"));

You may need to first create the coppercube variable in the engine doing a 'When scene load' -> 'set or change a variable'

(IDK how is in english, i have coppercube in Spanish).


Is one of the very first thing the game does. The .ccb is inside the folder in case you wanna check it out. Sorry i didn't documented it.

Thanks. :-) The pathfinding extension works using the pathnodes generated by  5v3n extension https://5v3n.itch.io/coppercube-new-pathfinder-plugin    and a Breath-First algorithm.

If you want to used it, it's this way  

1) You will need to generate the pathnodes and their connections using that extension.
2) Once you have the txt file with all connections (by default it creates it as 'Lvl1.txt' i think) you have to load it inside a var when the scene starts. 

3)You can trigger the extension 'NPC Pathfinding' from anywhere (character or other things in the scene), in the extension's property 'NPC' is to indicate the character's scene node  and in 'ConnectionsVar' you indicate the name of the var from step 2.

4) 'StartNodeVar'  Optional, indicate the node (the little cubes the 5v3n script generates) from where the NPC starts walking, or leave it blank to automatically calculate the closes one. You have to put the node's name inside a var, do not use the node's name directly. 

5)  'EndNodeVar' as before, inside a variable indicate the destination node where the NPC should go.  If 'RandomizeEnd' is true, it ignore it and just choose a random node to go.

6) 'RandomRange' is a little range variation from node to node. Basically IRL when people walk to a place, you don't just walk in a perfect straight line (specially in long walks), you deviate a little from the path, to one side and to the other. So this is to mimic that very same deviations.

7) 'ActionWhenFinished' Optional, There you assign any action to execute once the NPC reach it's destination (starting another loop, spawing enemies, changing an animation,  anything).  If empty, the NPC just stop.


Sorry for the wall of text. Hope it's clear. 


:-)

Hello. Hope this doesn't count as spam.

Some weeks ago i release a framework called 'Coppersons' here in itch.io. That framework allows dev to create 2D or 3D games where NPC's can be controlled by LLM (text AIs) no just to chat. But also to make the NPC interact with the world around them.

Well, right after, i started to develop what i though could be a short-easy interaction to polish and show the framework. 

'First date with Greta' is an open source game featuring 'Coppersons' framework where you date a multimillionaire lady with some bad luck in love.

The game is in alpha state. But still is playable and enjoyable. Have a neverending date with a lovely lady. But beware, if you piss her off... well. She may just leave. 

I recommend you read the game's post.


I hope you may enjoy it.


:-)

https://dream-search-repeat.itch.io/first-date-with-greta



First date with Greta.

https://dream-search-repeat.itch.io/first-date-with-greta


You have been added into Skynet's blacklist. XD.

If you are interested. Is a AI powered RP where you date a rich lady. Is a simple interaction i made to try to promote the tech behind it.

https://dream-search-repeat.itch.io/first-date-with-greta

here a small YT video:

(1 edit)

I have just published this. https://dream-search-repeat.itch.io/first-date-with-greta 

I can't pay for coverage. So, if you still have that option and you wanna give it a try, i will appreciate it. Also, the game needs a locally running LLM in your PC to work. So if you can't or don't wanna try it. I will understand. 

Wish you luck.

First date with Greta. A playable prototype of a framework i developed.

https://dream-search-repeat.itch.io/first-date-with-greta

As the name implies, you are in a first date with that woman, And the character 'Greta' is a NPC controlled by local LLM running inside backends like LMStudio.    

Is the final update in this specific pack. If in the future i create more toon styled models. I will probably upload then as separated packs. But for now i consider this one finished (i know there are many things missing, but i wanna change air for now). Hope is not an issue. I appreciate your interest in my asset pack and i hope future ones may be interesting too. 

Thanks, i didn't noticed. It's fixed now. 

:-)

Hey. Don't be like that. Not all milk can go to the gym.


Don't push me,don't push me, i can head myself out. XD.

I'm 30 something.  I like games (obviously) also write sometimes. I learned programing by myself with a book (Visual Basic 2010 XD) because i am from a 'farmer's city'. Then moved on to game making in no time (i had 18 or 19 back there.) I still create games and assets packs, but i am taking a rest/going slowly.I am still recovering from burnout.  I am working in a free game as a 'demo' for selling the assets of it. 

If i am not wrong you can try to create a Candi AI system (i never used, but i suppose it similar to character tavern but with chat like approach instead of narrative?) adressing several things. 1) A chat like interface, not like chatGPT but something like messenger/whattsapp or things like that. 

2) have the bot promptet to reply like in a conversation. Things like: 'Hi, how was your day?'  instead of: *I enter the kitchen and saw you there, drinking a coffee as the steam caress your face and the sun paint glowing lines in the background.* "Hi, how was your day?" *bla bla bla* 

3) A Diffusion model (like SDXL or SD1.5) with a character lora and well configured previously to create images. For example if you request the character some n****

4) Perhaps you may also need a reasoning model (Deepseek or Qwen models) even small parameters models tend to give good replies. 

I don't know, those are just a few ideas. I made a prototype for a system that allows LLMs to control NPC's in a 3D game. It's called 'Coppersons' Is not the same as Candy.AI   but maybe it can give you an idea/approach/whatever? it can be used in both 2D and 3D applications.

Yes, all models and textures are CC0/Public domain, brands are fictional. (Just to say: 'Irene's VagiClean' is inpired/based from a movie,but you can modify the textures all you want or need.)


Lucks. :-) 

The URL doesn't work. What kind of website is? do you have more information about it? or you just need to create 3D assets easily? perhaps i can point some tools for you.

Fifty sounds:

https://www.fiftysounds.com

Jamendo:

https://www.jamendo.com/

Opengameart (somebody mention it before)

'I want to able to charge money for game without any legal loophole' <- You are searching for public domain music. Sometimes is market as Creative Commons 0 or 'CC0'. Also  almost any Creative  Commons that is not NC (Non Commercial) is allowed for commercial use. 

More details about CC licenses.

https://creativecommons.org/share-your-work/cclicenses/

Luck  :-)

(1 edit)

Hi Jeff, nice to meet you and welcome to game development. :-) 

Since you mentioned you are new let me give you some advices:

-Always start small. Not big games, don't try to make a GTA or a COD first. Start small (like a VN, a coin picking game or any prototype not for publishing). 

-Do not pirate the tools you use. If some tool is commercial, buy it, to avoid any legal problems in the future or use free alternatives.

-Do not use AI as a replacement. AI is not a replacement, is a tool, or something more like an assistant. It may create some small code and pretty drawings, but when you need to create things bigger and functional, you will need the knowledge (in arts, music, etc) or a professional's help. 

-Read licenses and ToS. Many of the things you can or can not do are explained there also, how much a  company or third party can affect/control your work. (Example: Unity situation, so beware of SaaS, (note: Unreal is also a SaaS.))

-Don't marry with anything. Learn how to do stuff, not how to use a specific tool/program. If in the future you need to change the tools, it will be less painful.

-Remember to take rests from time to time. Don't overwork yourself. (The only person responsible for your well being is yourself.)

I hope i didn't scare you, wasn't my intention, just give you a little hand/head start. Don't be afraid of making question. There is no stupid question. Everybody was a newbie once.

And good luck. 

I made a copy paste from another post. haha. Anyway, wish you luck.

:-) 

'Not too long ago, people were able to afford much more with the money they had.'

Me, an Argentinian:

You are either running Puppy Linux or WinXP. 

XD.

Tamagotchis? thats a name i didn't hear in a long time. hahaha. You know you can still buy them right? XD.

I don't think local AI will become something similar because even companies need them. For example, if you are a big company and want or need to use AI (any kind) for something. You can use a third party AI But that means sharing private info with the third party ai's owner. So if you want to have your own, local AI running in consumer grade hardware is more cheaper and easy to maintain, customizable and upgradeable than a complete datacenter. 

Also, i think Local AI (like anything local) will still be alive as much as a market for that exist. This may be the only thing that gave us, the end user, a small and sometimes huge amount of power. The less people use cloud-ai's -> the less profitable is -> less companies trying to push it. (This applies with anything.)  Also, alternatives exists since always: In a world dominated by Adobe you can find Affinity, Inkshape,Krita, Gimp, Paint.Net. In a world dominated by Cinema4D or 3DS there is Blender. In a world desktop is windows there is Linux and Mac. None better or worse but different. 

But in a world where most of people is used to use Netflix or Spotify premium (easy of use over privacy), well, it makes me don't put my hopes too high.

And even that, we already have plenty of open source and local AIs (SD, Wan, LLama,Quen,Deekseek,Gemma,LTX,DiffRymth). I also tried one LLM that ran locally in my android phone. (It was slow and heated the phone a bit, but it was something. XD).

Sorry for all the text. I need to learn when to shut up. 

XD

Hi brickbones. Welcome to the world of game development. What games are you interesting in develop? already choose/learn and engine?

Some advices:

-Always start small. Not big games, don't try to make a GTA or a COD first. Start small (like a VN or a prototype not for publishing). 

-Do not pirate the tools you use. If some tool is commercial, buy it, to avoid any legal problem in the future.

-Do not use AI as a replacement. AI is not a replacement, is a tool, or something more like an assistant. It may create some small code and pretty drawings, but when you need to create things bigger and functional, you will need the knowledge (in arts, music, etc) or a professional's help. 

-Read licenses and ToS. Many of the things you can or can not do are explained there. Also, how much a big company can affect/control your work. (Example: Unity situation, so beware of SaaS)

-Don't marry with anything. Learn how to do stuff, not how to use a specific tool/program. If in the future you need to change the tools, it will be less painful.

-Remember to take rests from time to time. Don't overwork yourself. (The only person responsible for your well being in yourself.)

I hope i didn't scare you, wasn't my intention, just give you a little hand/head start. Don't be afraid of making question. There is no stupid question. Everybody was a newbie once.

And good luck. 

I made a copy paste from another post. haha. Anyway, wish you luck.


:-)

I'm not really friend with Unity so i may not be of help in that. But i can share some more websites where to grab art for games. Perhaps some other gamedev can share more.

Open game art. Good webpage to get free art resources for your games (3d models, sprites, textures, music)

https://opengameart.org/ 

Also here in itch.io you can find an asset store with both free and pay resources.

https://itch.io/game-assets

Extra music. 

https://fiftysounds.com/

https://www.jamendo.com/

Some tools to create music without knowing sh*** about musical theory.

https://splice.com/sounds/beatmaker

https://martinwecke.de/108/

https://musiclab.chromeexperiments.com/Song-Maker/

https://www.typatone.com/

https://www.incredibox.com/

(i made a copy paste i did in another thread haha.)

I'd like recommend you check the ToS and License for the art and tools you use. 

Since you are still learning Unity. Didn't you tried with GODOT? It's similar (more or less) to Unity and more lightweight. 

Good luck. If you need any help or have any doubt don't be afraid to ask.

:-) 

Hello, welcome to the world of game dev. what kind of games are you thinking in develop? Do you need an engine recommendations or some webpages to get resources? I can made you a 'little' list. :-) 

https://dream-search-repeat.itch.io/coppersons-v01

Not completely a game, it has a playable demo. Is a system to use local running LLM reasoning models to control a 3D character. It's open source and free.

I am agree. When i said the bubble will burst i don't mean like AI will disappear. But it will be something more like the early internet. (dot-com bubble) Or like with videogames in the 80's (videogame crisis of 1983). And like you said, AI will integrate in society. The same way internet, videogames, music, TV,  etc, did.

And yes, AI will never replace human mind and decision making. It's a tool. Perhaps it will increase the bar of quality standards but not more.

(What i mean is, for example, now indie devs can use pre-made game engines like S2, Unreal or Wicked to create realistic graphics without the need of a huge investment).

'The real question for now would be safety of the customers, transparency of the AI products, user privacy and cultural/social impact.' 


I think that depends from us, both as game devs and human beings. Since years we could barely trust in internet for reliable info (Unless you know where to search.) And sadly, with AI i think the phenomenon will not stop but increase.Perhaps that's good? the more people trust less in internet, the more people will spend their time out there, or become harder to scam, or prone to double check info? That could be a problem for social networks but video streaming services, or games stores may be the less affected.  IDK.

And about AI use. I think the best is try to use local AI instead of online. Using things like GPT4ALL, Koboldcpp or LMStudio for local LLM models (i mean ChatGPT like models) , or using things like SD 1.5 / SDXL (image generator models). More privacy, no ToS.


I think the only thing  we can do is to adapt to the new world and help our friends/family/loved ones to adapt as well. 

Hi, welcome to the world of game development.

Since you mentioned you are extremely new i will take the freedom to assume your programming and art skills may be low or limited. But do not fear, thankfully already exists lot's of tools some pay some free that can help you make games without studying an engineering. (You might want to visit forums and tutorials though).

Sorry if my post os a bit overwhelming. You don't need to buy/learn all these tools. I prefer to just show you some options i think may help you, then you just choose from.


Let me recommend some links to get resources.


Open game art. Good webpage to get free art resources for your games (3d models, sprites, textures, music)

https://opengameart.org/ 

Also here in itch.io you can find an asset store with both free and pay resources.

https://itch.io/game-assets

Extra music. 

https://fiftysounds.com/

https://www.jamendo.com/

Some tools to create music without knowing sh*** about musical theory.

https://splice.com/sounds/beatmaker

https://martinwecke.de/108/

https://musiclab.chromeexperiments.com/Song-Maker/

https://www.typatone.com/

https://www.incredibox.com/

Visuals

https://www.getpaint.net/

https://krita.org/es/

https://inkscape.org/

https://www.blender.org/

https://www.mixamo.com/#/ (for animations)

Need for a game engine? start here:

https://itch.io/tools/tag-game-engine


I made a little selection of no-code/low-code game engines.

2D game engines?

Visual novels.

https://www.renpy.org/

https://kirill-live.itch.io/tuesday-js

 https://store.steampowered.com/app/345370/TyranoBuilder_Visual_Novel_Studio/

RPG

https://wano.itch.io/rpg-paper-maker

https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/

https://www.rpgmakerweb.com/downloads

https://nightmare-82.itch.io/rpg-tools

No genre related

https://store.steampowered.com/app/347400/001_Game_Creator_2025_Edition/

https://store.steampowered.com/app/248170/Clickteam_Fusion_25/

https://gamemaker.io/

2.5D or 3D?

FPS

https://cg8516.itch.io/easyfpseditor-ce

https://thegamecreators.com/product/fps-creator-classic-open-source

https://store.steampowered.com/app/266310/GameGuru_Classic/

https://store.steampowered.com/app/1247290/GameGuru_MAX/

No genre related

https://www.ambiera.com/coppercube/

https://rangeengine.tech/

https://armory3d.org/engine/

https://store.steampowered.com/app/443970/S2ENGINE_HD/


An interesting channel you might wanna check from time to time. 

https://www.youtube.com/gamefromscratch

Some advices:

-Do not pirate the tools. If some tool is commercial, buy it, to avoid any legal problem in the future.

-Do not use AI as a replacement. AI is not a replacement, is a tool, or something more like an assistant. It may create some small code and pretty drawings, but when you need to create things bigger and functional, you will need the knowledge (in arts, music, etc) or a professional's help. 

-Read licenses and ToS. Many of the things you can or can not do are explained there. Also, how much a big company can affect/control your work. (Example: Unity situation, so beware of SaaS)

-Don't marry with anything. Learn how to do stuff, not how to use a specific tool. If in the future you need to change the tools, it will be less painful.

-Always start small. Not big games, don't try to make a GTA or a COD first. Start small. 

-Remember to take rests from time to time. Don't overwork yourself. (The only person responsible for your well being in yourself.)

I hope i didn't scare you, wasn't my intention, just give you a little hand/head start. Don't be afraid of making question. There is no stupid question. Everybody was a newbie once.


And good luck. 

:-)

I'd like to upgrade my video card to be able to run AI models (Like SD XL, music models or big LLM models) to experiment and find how i could include it into my workflow. (I have an 8Gb VRAM AMD). But yeah, prices of nvidia cards skyrocketed before ram. Luckily i don't have to change RAM yet.

Hopefully when the bubble burst the manufactures will return to provide hardware for the average user. (More offers lowers the price).

Also what mid said 'The majority of software doesn’t justify at all the insane amount of RAMs it consumes, or features it demands.' Is like an 'Unreal 5' situation. If things keep like this, people will start to (hopefully) search for better optimized software and games. Perhaps is a good opportunity for AA and indie devs. Since many of us use have and work in average consumer grade computers, we  can optimize (and pretty much we have to due to the limitations) our games, making them more playable in pretty much every computer.


And it's also like you said: 'Every shortage can be resupplied very fast, because companies fight for customers and the consumer market is still significant.' But if i'm not wrong, many of the RAM stock was already bough even before production (idk if true, but if it's). And the rest of the RAM manufacturing companies  aren't increasing production because they are also waiting for the bubble to burst. (If they expand now to increase the production and the bubble burst in a couple of years the losses may send them bankrupt).