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Knubby

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A member registered Mar 19, 2022

Recent community posts

Might I suggesst you make a location be the tutorial? Then you can set it as the starting location and if you want to skip the tutorial you can change the location to something else.

Otherwise for the example you've given, I'd have Tutorial be a dictionary reference, since putting it in the notes will call dictionary entries and then put all of your Tutorial conditions in the reference.

That should work. Giving an example for each number rating should give the AI enough of a references to describe it. If you include multiple examples for each line it should keep the AI from using the exact same description over and over again.

Yes, if you want the actions to have a built in value for the referenced "Pain Scale" then you would want to include the line either in a dictionary entry or other location that calls it. Basically just make sure there's a line that says "This action is a 2 on the pain scale" or whatever value you want it to rate and it should call properly.

The dictionary is sort of like a direct call for information. If the trigger word(s) is called by your action or the AI event it will pull the information

You can use this to your advantage when creating worlds by including those triggers in descriptions for things like entities, locations or stats. Ideally you would include dictionary entries only when they are relevant to the current scene unless you're wanting to compartmentalize descriptions or use the same reference across multiple entities. 

To use xMYx's example, you would only include "shotgun" in the description of a weapon shop, or an entity that wields it, but not in the general world prompt. 

Basically, you can create an entire glossary of dictonary terms, but they will only be referenced if you force the trigger words somewhere else.

That's at least been my understanding of it's use so far.

Formamorph community · Created a new topic Scene Commands

I was wondering how practical would be to add scene commands for the purpose of maximizing the effectiveness of the AI's context window.

As an example you could have an "End Scene" command, it can be used as is, or with page modifiers (example: "End Scene 20-34"). It will generate a summary of everything that has happened between the last End Scene command and the current Event. That scene can have tags similar to the Dictionary tab that will include the scene in context any time it is referenced. As an example, say you had an epic battle with a dragon. You could use the End Scene command to summarize the battle and the outcome. Label it with the dragons name. Now any time the dragon's name comes up in an event or in what you type the battle is included in the context.

If a scene is outside of the context window when you call for an "End Scene" the game can tell you what pages are too far back to be used and you could use the command "Summarize #-#" and it will summarize those pages then include the summary at the beginning of the context window.

I hope I'm making sense here. I'm just thinking it would be a good way to allow for early game events to be recalled, but only when they are relevant to current events.

Where do you find the cylinder? I unlocked the safe and the box but still can't find where to get the key