Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 41 to 55 of 55 · Previous page · First page
(+2)

Will there be fully working sex system? Or would you consider adding it in?

(+9)

It's more like a The Sims approach to sex so nothing graphic will be shown, just the raw cold stats about the intercourse in a very clinical way, it will made to also reflect the in-universe utilitarian approach to sex: over 2 billion people died during the Y2K event and the various superpower are desperate to repopulate Earth, so romance is basically extinct and probably the rarest treasure to find in the dungeon.

if its really that crazy and massive i dont need GTA6 i will play that game forever xD

So cool, I can't wait for it to come out👍

(+1)

I love it! Really excited for the demo.

(+1)

there will be a demo? any idea about the final release?

(+3)

I plan to release the demo next summer and final release in minimum two years, also i plan to continue updating the game after release.

(+1)

grazie<3

(+1)

oh, the itch page above says "Release date for the demo is Q4 2025 and full game is Q2 2026." Does that need to be updated?

(+1)

Yes i put a more optimistic Q3 2026 for the demo and an undefined date for the full game

(+3)

Can't wait for the demo!

(+2)

wait so real quick, is this being developed on the fucking RPGMaker engine or is this on an engine of your own creation?
I hear the Audio tells, my autism pings off with this shit, and yet there is shit being displayed here that goes SO FAR BEYOND THE AVERAGE RPGMAKER GAME


I need to know the answer to this, cause this unhinged shit genuinely has me morbidly fascinated

(+4)

It runs on RPGMaker MZ engine but i used a lot of javascript and Node.js trickery to make this work.

(+1)

Nocoldiz.js, badum tsss

(+1)

People always mention video games aren't art...

You know, now art is so outdated it probably has to ask if it can become a videogame instead thanks to this.

I hate than this silly idea... sounds found for some insane reason!?

(+12)(-11)

Seemed cool as hell! :D

Until I saw you used AI for stuff. Don't care if you edit what it slops out afterwards. I dropped Stellaris after over 1,000 played, and had it removed from my account over them adding AI content.

AI used = Never touching it.

(+11)(-7)

He didn't used generative ai. He just used them to help him debug his game. So even if i agree that most of the time ai is sh** if used corectly like it seem here it can be a useful tool. So while i respect the spirit, ai is still a tool tool that if used corectly can help small creator.

(+7)(-6)

Copilot and Claude *are* generative AI. And I agree with OP. Why even bother doing so much hand-made work only to use bullshit AI to do translation (making the non-english game experience abysmal), debug the game (adding more bugs), and *write items and enemy effects for you*? (what even in the gameplay mechanics is even yours at that point?)

(+9)(-7)

he used it as a tool for programming, NOT images, sounds or plot. Unless you're one of those "coding is art" dudes there's NOTHING to whine about. Hope this helps

(+8)(-4)

But he's not using it to do any of those. Maybe read a little before jumping the gun.

(6 edits) (+14)(-6)

I used AI for modeling and debug the most complex subsystems: for example i have no idea how a immune system of a bird works in detail but the AI does i can manage this on an high level by connecting the outputs and inputs of the various subsystems, i come from a 10+ year coding experience so i know what i'm doing ahaha is not just mindless vibe coding.

It's purely a time based problem: making all the complex and intricated economic, physics, chemical and biological simulations that use real world science will take me as a solo developer years of study and several university degrees, time i would rater spend making this game :D So on a high level scale i just need to know IF a subsystem works and provide the correct input and outputs to the rest of the simulation, the implementation details are not that important.

Game translation will be done manually in both english and italian and it uses a lot of slang, technobabble and neologisms that the AI just can't do, i don't plan to use it to translate it to other languages since i don't speak them and i can't verify if the translation is correct, but i leave them to any native speaker who want to translate it!

All the placeholder dataset of items and spells are being slowly implemented and rebalanced manually one by one, at the end of the two year developement cycle basically no AI generated data structure will go untouched. 

Also no AI graphical or musical asset is or will be used, AI usage is limited just for code and DB and all the code will be made public on release if anybody want to reuse the subsystems.

(1 edit) (+4)(-10)

Research is not hard. I wanted to make a small fantasy setting for a project I am doing for fun, and I wanted to have the elves in my setting be based on Otto-Turk cultures and mythology.

Instead of using a machine that only knows how to string sentences together in a way that imitates the most commonly used sentence structures. (which is why they are called LLM's, Language Learning Models.) I just spoke to two of mt friends who were born and raised in Turkey a couple questions then used Wikipedia searches for the rest.

It took two afternoons, where I did an 8 hours shift in the morning, to make a faction of elves who have a culture and feel that is VERY Turkish/Mongolian,but wasn't a copy and paste job. If you cannot just look up how a bird's immune system works. That is on you.

(5 edits) (+9)(-3)

It's not just look up just how a bird's immune system works: the game needs to model every imaginable system present on Earth, from tire tension of monster trucks to the effect of moon rays in the navigation of moths, based on moon position in the sky and lunar phases. The AI is making every possible submodel with a common schema defined so that it can interact with all compatible submodels by sharing data and state infos.

My job is to organize all this obscene mass of metadata into a coherent procedural world, and this can be done just by hand and by a human since the context how the whole code exceed what AI can store in memory withouth crapping herself: the clanker's job is to make in a hour a model that will take weeks of study and manual coding, and every bits of code written by AI is double checked and corrected by hand. 

Just another example: in the multiverse view, when zooming out at the maximum level, i've added for some eye-candy some  four-dimensional hypercubes mapped in 2D, i have absolutely no idea or time how to learn how to model four dimensional objects in javascript and i will never do in two lifetimes, but the AI wrote a method do draw a procedural xray tesseract in like 30 seconds.

(+1)

its understandable, more mechanics will make it worth it :D

(+1)

I really hope I can run this on my laptop that's still on Windows 7.

(+2)

The version of pixi.js i'm using should still support Windows 7 but i need to test it.

(+2)

This will be the only game

(+2)

unironically if this thing continues to get developed forever like df then i dont even doubt your statement

(+2)

games have become Art

(+2)

Wtf? Sounds bonkers. Looking forward the lobotomy :3

(+3)

Totally insane and amazing at the same time, love it!

Will it be available in english on release?

(+3)

Yes it will be in english and italian, with custom language support if anybody wants to make translations

(+3)

This looks incredible

Viewing most recent comments 41 to 55 of 55 · Previous page · First page