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A brief test of AI voiceovers & icons
Short update on the progress: testing icons and VO
An experimental freeware 2.5D adventure game featuring AI-assisted graphics.
What is this about?
Short update on the progress: testing icons and VO
Updates
Adventure creator has support for objective lists and documents. I figured why not integrate them into the game as well? The player could be able to receive some text messages like in Cyberpunk 2077 and have a list of to-do’s for keeping the objective clear.
Way back when I did the maglev scene, it was just a scene void of any connection to anything in the game. I just knew I needed one so I made it. Now I returned to the scene to add the transit functionality to it that it required.
I had always planned on using Chat-GPT for creating the dialogue for the non-human characters. This is my experience of it.
Creating the UI for an adventure game is a fun little bite sized challenge I enjoy doing. The UI for Echoes of Somewhere is finally finding its groove.
I had planned to keep the characters far away from the camera, as they were not the best quality. But as I have been working on these scenes the main character creeps closer and closer. So I needed to make him look better.
In part 1, we used Midjourney and Photoshop to create the 2D locations, Now it is time to merge them together – in 3D.
Sometimes we need to have different spaces link together. This calls for a very accurate reconstruction of the locations. Here is my journey on connecting multiple AI generated rooms together.
The later part of the game features a classic labyrinth puzzle. This post is a step by step walkthrough how I used Midjourney and Stable diffusion to achieve the location and the compromises we needed to make along the way.
As the story is about water, I wanted to use some AI accelerated realtime fluid simulations.
Spring is here and so is the yard work. So this week has been slow for the project. Here is a quick overview of what is going on.
News
In the media
The project convincingly shows how an individual artist with limited resources can use these controversial, questionably ethical tools to punch above their weight when developing a game.
A massive 2-part breakdown, describing the pipeline behind the project, discussing the process of creating characters and environments using artificial intelligence.