It would be interesting to analyze player actions you were talking about, and using them to tailor npc affinity towards the player character. Imagine there is an npc who is upset with the player character because they've been going around killing chickens or trying to attack other npc's. Or an outlaw "wanted" level based on what you do. Of course, stuff like this has been done before, but it would be cool to see chatGPT take those cues into account with the dialogue, and the quests(or refusal to give quests) based on that knowledge. Imagine a shopkeeper starts berating you because your character is wearing a color of clothing they don't like 😂. And you could generate traits like that using chatGPT, and the dialogue. It would also be cool to have enemy banter as you fight them, that could be based on their health, what attacks you do or the attacks you've been hit by, and their own personality. ChatGPT would make it easy to integrate this for lots of different enemy types, without having to hardcode a bunch of dialogue.
@ByteOfMichael
Жыл бұрын
That would be insance, thanks for the suggestions!
@juliusanon
Жыл бұрын
Imagine the npc can react to stuff you have accomplished. For example if you beat a certain quest, have some fancy new armor or the npc goves you tips on how to beat a boss when you died alot. ChatGPT has to opportunity to make npc so much more integrated in the world and feel like a real person and not an npc. Feeding the chatbot with infos about the players inventory, death count, kill count, current quests, finished quests, explored areas and so on and telling it to generate a certain quest and insert some of the info given in the quest dialog. It would be so amazing
@ByteOfMichael
Жыл бұрын
Great suggestions!
@andrewpullins8817
Жыл бұрын
I think you did the personality part backwards. Depending on how you are doing the ChatGPT prompts, you would be making every character talk like the player might if the personality score is correct. What you should do instead is randomly generate personally types for each character, then pass this to ChatGPT with the quest stuff. That way each character will have their own personality and will give the quest very differently from one another.
@kodex7795
Жыл бұрын
I think a better option would be to set a static personality for each character for every player that plays the game. Making it less random can bring more "personalitiee" into the game.
@andrewpullins8817
Жыл бұрын
@Kodex I'm not sure what you mean by static. Did you think I was saying to change the personality of each character? I guess that depends on how random the world is. I thought every character in the game was created at the start of his game. At which point their character would be assigned a random personality. But if the towns are the same for everyone then I think it would make sense to give the villagers a set personality. The guard always has this personality and the shop keep always has this one. Either way it's the villagers that should have the personality and not the player.
@ByteOfMichael
Жыл бұрын
hmm interesting notes! Thanks!
@carmygames
Жыл бұрын
I think chat GPT will be the best game developer in 2023...
@carmygames
Жыл бұрын
after me, of course._.
@jeveritt8398
Жыл бұрын
Taking the artist out the art is quite literally the worst thing anyone can do when making a game
@carmygames
Жыл бұрын
@@jeveritt8398 you are right
@pincer2885
2 ай бұрын
have you tried locally run llm's? like ollama, but i don't know if it works with your game engine
@Tbjbu2
Жыл бұрын
this is a really cool idea!
@juliusanon
Жыл бұрын
This video is going to blow up mark my words
@ByteOfMichael
Жыл бұрын
haha thanks!
@dallassegno
Жыл бұрын
the problem I've always had is that procedurally generated material is super boring. it would be curious to see if it was even a little bit less boring.
@ByteOfMichael
Жыл бұрын
Ya there is definitely a balance between the replayability of procedural generation and its repetitiveness
@mhaaland
Жыл бұрын
Very cool! Love this type of content! Had not considered how easily this can be implemented for procedural generation in games, and I really like your approach. I think the MBTI stuff is maybe a step too far, and agree that analysing player actions would be more accessible and contained within the game world, as a player might want to role play their character and not necessarily play themselves
@ByteOfMichael
Жыл бұрын
Thanks and that's a great point!
@doogy6356
Жыл бұрын
Will you make this game public and can play?
@AngryFryGames
Жыл бұрын
woah this is so creative
@ByteOfMichael
Жыл бұрын
Thank you!
@dwilly8408
Жыл бұрын
Does openAI have a system that allows a one-time-passcode type solution to be used as an api key so each user wouldn’t be able to go in and mess with your openAI account? I assume no because I think that’s a pretty obvious answer but thought it’s worth bringing up Otherwise the only thing I can think of is to open an invisible browser in the backend code and scrape it to navigate chatGPT and get your dynamic response that way. I haven’t used chatGPT before though so I could be misunderstanding it’s normal use case
@ByteOfMichael
Жыл бұрын
I don't think OpenAI does the one-time passcodes :/
@Trandunz
Жыл бұрын
RestAPI
@ByteOfMichael
Жыл бұрын
Would that still not be limited by a client-side API key?
@Trandunz
Жыл бұрын
@@ByteOfMichael if you have an org you could just create a new endpoint with an authentication that is not an API key and then through that you can have it return the responses so the user and they never get to interact with the openAI API directly
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