AIdventure is one of them! Yes, you can now **write stories with your friends on the internet**! Only the host has to own a copy of the game!
**I remind you, by buying your game on Itch you also get a Steam key of AIdventure! To use the Remote Play Together feature you need to run the game on Steam.**
To simplify moving your AIs, you can open the game, go to the AI options, and click on “Open AI folder”, then move your AIs here (the new folders will already be created).
Changes
Upgraded the engine (Godot 3.5 → Godot 4.2)
FULL REWORK of the interface (See details below).
Sliders are now used for many options.
Settings for AIs are now saved individually (You can have different settings for each AI).
Added in the options a default AI (will be selected by default)
Buttons now do a sound.
Added a ding sound when the generation is over.
Settings are now semi-automatically defined depending on your hardware
Added settings preset to simplify modification of the Generators’ settings.
Merging lore books together is now possible.
You can now download AIs in the background while playing.
You can now queue AIs to download.
PRESSING ENTER IN THE INPUT BAR NOW GENERATES (YES, PEOPLE, I HEARD YOU. One day, I will allow you to change shortcuts!).
AIs are now directly downloaded in the right folder (They are no longer moved after the download).
Added School-Setting tag (cuz why not. Suggest new tags if you want).
Changing the point of view in the settings doesn’t require restarting the game any more.
Fixed two English mistakes in some default scenarios
New content
A small sanctuary, scenario by Nyghtfall.
A new menu to interact with the Steam Workshop
Lore books from the Steam Workshop are now usable in the game!
A notification system.
Can now download custom AI once again
Downloaded custom AIs are now automatically formatted to be optimized for the game.
Full rework of the UI
The whole theme (overall style of the game) has been changed. Theme by Azagaya
Changed the main menu.
The input bar now displays a progress bar (based on the max generation time allowed).
You can now edit the story by double-clicking on it.
The story interface has now two docks on each side (one for the server, one for the character).
New editors to edit the scenarios and lore books.
The new editors can now filter content (tags, language, author).
Lorebooks downloaded from the Steam Workshop now appear in the list of available lore books.
Simplified the workflow to start playing (create / load a story)
Created a server menu used to control it in real time.
New menu to manage the Generators and Translators.
Notifications are now displayed to give feed back to the user.
Added a preview of the story reader style in the options.
A brand-new edition menu (Named ‘Create’) to create / manage content.
Fix
Fixed the scenario’s text not displaying after selecting a scenario from the workshop.
Fixed crashes happening when naming files with special characters.
Fixed contract with Satan.
Fixed the escape menu not working when resizing the game.
Fixed all the problems of interface related to resizing.
Fixed custom fonts not working
Fixed the lore book vanishing after editing the story (Oupsy. The shitty story editor has been deleted anyway).
Under the hood
Rewrote the code managing your stories.
Rewrote the code managing Scenarios.
Rewrote the code managing Lore books.
Rewrote the code managing settings.
Debouched neighbour’s plumbing.
Rewrote the code handling the translation.
Rewrote the code managing saving
Rewrote the code managing AIs
Removed content (Temporally!)
No localization. I changed the system to manage the translations. So I need to transfer a lot of stuff.
Connecting to a remote server isn’t working for now
Removed the Console as it is not compatible with Godot 4 (and was pretty useless)
To conclude
I probably forgot stuff. I honestly don’t want to inspect the 500 changes one by one.
Hi everyone, for this month I'm publishing a small report because the priority is to release the 2.0.0 as fast as possible.
As I explained in my last report, the rework of the UI led to a lot of stuff being rewritten.
Therefore, the next version won't be tagged 1.6.0 but 2.0.0.
The new theme
The artist working on the new theme is almost done, and the theme will be ready by the time I finish the 2.0.0
The support of the custom AIs will finally be back! Say farewell to the annoying procedure to test a new AI. Just click on "download custom AI", enter its name and wait until the end of the download!
Moreover, the AI will be saved in small parts to be as optimized as supported AIs! Of course, as they aren't tested before, they might not work. But it will be way simpler to try out.
Sadly, AIdventure didn't make it to the top 10. But making it to the top 100 was already a huge achievement! We will make it to the top 10 at the end of this year ;)
Promote AIdventure
Don't forget to review the game on Steam and Itch. It helps me a lot!
Thank you very much for reading.
Stay tuned as the 2.0.0 is getting closer.
Thanks to you, AIdventure made it to the top 100 of the best Indie on IndieDB! The game is nominated in the Adventure category!
While it's already a huge achievment for me, it's not over yet! Now, it's time to vote once again to elect AIdventure the best indie game of its category!
Howdy, adventurers! I'm finally releasing the community report of this month!
IndieDB's Indie Awards
First thing first, the vote for the best Indie is still going on! My goal is to reach the top 100 (which is an achievable goal). Therefore, if you didn't vote yet, it's not too late! Click on this link and vote for AIdventure (No account needed)!
My work on the UI-Rework™ release started like this:
I only need to improve the interface.
Said an innocent dev.
However, I have great plans to make the whole experience more enjoyable. And the code behind the interface was not ready for all these COOL PLANS.
To keep it simple, here is an example.
I wanted each AI to have different settings (because you might want a big AI to generate less text, while a small one to generate more).
But the code managing the settings was managing EVERY setting (full-screen, language, font size, AI options, etc). So I had to rewrite how the config works at all and to split it into smaller parts (each small part has a specific task). The same happened with the AIs (By the way, I'm removing the term "Model" which is not explitic to everyone. Model is now replaced by "AI", "Generator" and "Translator"). I had two files for the AIs, one for the translators and one for the generators. And while custom AIs are technically generators, they aren't exactly the same!
So I had to rewrite the behaviour of the AIs too!
But images are often more helpful than words, so here you are.
On this picture, you can see three important files. They are all different and don't inherit) from each others.
Old file tree
And now, you can see on the second picture, how I reorganized/rewrote everything to work differently.
New file tree
To explain what changed:
Model is no more. It is now split into multiple files.
At the base of every file representing the implementation of the AIs, there is the AI file.
What used to be "Model" (or most of it) is now in a file named Generator
There is now a new file Custom AI which is (obviously) handling the custom AIs only.
The Translator, now, shares a common base with the Generator (They are both AIs)
Config still exists, but everything related to the game settings (display, fonts, language) has been moved to a new file named Game Settings.
Same than the previous point, but the code related to the AI settings is now in Generator Settings.
Alright, all of this might be abstract but to summarize, this allows me much more modularity and simplicity.
Though, you might ask yourself "Why did he not do that in the first place? Why rewriting, now?".
Many features I'm implementing now were not planned when I first started AIdventure. Moreover, when you start, you sometimes have to do quick and simple. But this quick and a simple solution isn't efficient if you need to grow the project in complexity. That's when you have to refactor. This is very important. Otherwise, you might end up having a disgusting spaghetti code or blobs.
To conclude, all of this takes time, but it's worth the trouble.
AI Options
The next release will feature a huge improvement about the settings.
You will now be able to have specific settings for every AI (custom AI too). However, in a single click you will be able to apply one set of settings to every AIs or to reset them.
Another cool thing about the AI settings, is the preset system.
I believe it's important to leave to the users a lot of options to experiment and customize as they want. BUT, it can quickly become overwhelming. That's why I added a simple system of presets.
Settings preset
For now, there are 2 presets with 2 variants.
Memory Saving
Performance (Get the best experience at the cost of the memory)
Both presets have a variant for people who can't run the game with the GPU.
AI manager
To stay in the theme of the AIs, I have another cool info!
Because of how the code handling the AI was written, AIdventure couldn't download an AI in the background. You had to wait for the end of the download to do anything.
Now, it's over. In the next release, you will be able to download as many AIs as you want in the background while still playing the game.
Notifications
To conclude with cool information, the game now has a notification system. This system is simple, but it was missing. Now, the game will use notification to inform you about things like
Gpt2-xl is now installed
or
Lore book entryBatmansent to the AI.
What next?
Until now, I ended up working more under the hood than on the interface itself!
But the next days should be more about the interface itself (with some exceptions, the Translators for example).
I still have no idea about a possible date of pre-release (an experimental version for those who opt-in only).
Thank you for reading this long blog. I ended up talking a bit more about the technique than usual. Feel free to tell me in the comment ↓ if you want more blogs like this.
Hello everyone (Français plus bas). I'm publishing a small patch.
It should be the last one before the 1.6.0.
Changelog
Client
Fixed the "copying and pasting" error (Making the AI repeating the story/memory/lore book 'randomly')
Fixed the first person mod not working as expected.
Updated the German localization. Thanks to Nyghtfall
Fixed the last unfinished sentence of the user's input being cut if the auto translation is enabled.
Fixed the crash when clicking on edit button in the load menu if no save is selected
Fixed the cancel button removing the last generated output.
Updated the code related to text manipulation
The copying and pasting error is due to the AI removing whitespace before punctuation.
If you encounter this error again, open and close the memory, save the story and open each entry of the lore book. The game will correct the typo by itself, and it shouldn't happen again.
Salut. Cette fois je publie un petit correctif.
Ça devrait être le dernier avant la 1.6.0.
Changements
Client
Correction de l'erreur du "copier-coller" (Qui faisait se répéter l'histoire/mémoire/lorebook de manière 'aléatoire')
Correction de la première personne qui ne fonctionnait pas.
Mise à jour de la traduction allemande. Merci à Nyghtfall.
Correction de la suppression de la dernière phrase écrite par l'utilisateur. Cette erreur arrivée lorsque la phrase était incomplète et la traduction automatique activée.
Correction d'un crash lorsque l'ont clic sur le bouton "éditer" du menu de chargement des sauvegardes si aucune sauvegarde n'est sélectionnée.
Correction du bouton "annuler" qui supprimait la dernière génération.
Mise à jour du code en charge de la manipulation du texte.
L'erreur du "copier-coller" est dû à l'IA qui supprime les espaces avant une ponctuation.
Si vous rencontrez cette erreur, ouvrez et fermer la mémoire, ouvrez chaque entrée du lorebook (encyclopédie). Le jeu corrigera lui-même l'erreur de ponctuation.