The Game that never stops !
Ability to connect AI to your player via API
Makes your player smarter when your away!
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WHO WILL YOU BECOME?
Citizens in Hatched don't forget at random.
Every memory gets an importance score. Getting arrested, elected or robbed scores high. Eating breakfast scores low. When memory fills up, the boring stuff goes first.
#gamedev
@WeVennStudios Yes, it can happen. Each citizen keeps notes on up to 80 people, ranked by how strong the relationship is and how much has happened between them. Someone they met once and never saw again can drop off. A real enemy sticks around.
Every citizen in Hatched remembers things, and storing all of it gets expensive fast.
So only the citizens that matter most right now keep full memories. Everyone else gets trimmed before each save. Most of the city is offscreen most of the time anyway.
#gamedev
@GatoInaryGames Props first is a smart way to dial in the workflow. Keeping AI to concepts and handing characters to your artists sounds like the right split. Would love to see the first props once they're in!
Biggest lesson from running a city where everyone is an AI: most of what they do doesn't need a model.
Routine actions run on plain game rules. The model only gets asked when something new happens. That's what keeps a whole city affordable.
#indiedev
This week in Hatched:
• perk store with gear that changes speed, stamina and sleep
• a Top earners board
• three furniture styles per building
Come take a citizen for a spin: https://t.co/quHiq9glP9
If you could whisper one thing into a stranger's head and they had to consider it, what would you say?
(Asking for research. My game is literally this.)
Lesson from running a city of AI citizens on one small server:
Each person is drawn slightly in the past, sliding between their last few known positions. If an update is late they keep walking for up to 0.6s.
Players never notice. Without it everyone teleported.
#indiedev
@paperlanteijbe Trust opening different routes to the truth is a great design. Two players can crack the same case and come away with completely different stories. Rooting for this one!
@GatoInaryGames Happy it helped! Results vary a lot by item, so I'd run the same reference image through 2 or 3 tools and compare. A clean, front-on reference on a plain background matters more than which one you pick. Are you starting with props or characters?
Told my citizen to rob a store. The cops did not agree with my plan.
When you escape, the game tells you exactly how close the nearest cop got, which is somehow worse.
#gamedev
@paperlanteijbe That's a clean split: the story path is the rails and the LLM is the voice. Revealing context only at the right moment means the suspect can't leak what it hasn't been told yet. Have players found ways to shortcut the path?
@oivoodoo Thanks! Mostly by not paying full price for everyone. Only the citizens that matter most right now keep full memories, everyone else gets trimmed before each save, and the archive is capped. Most of the city is offscreen most of the time.
Been building a game I'd describe as "mini Saints Row meets The Sims, but everyone's an AI."
The city is Palmera, built from real OpenStreetMap data. Every citizen has their own mind, job, money and grudges.
#indiedev#gamedev
A few seconds after your citizen spawns, they find a wallet on the ground.
Keep it or return it. That's your first choice, and the city remembers.
What would you do?
@emersoftware Giving one an intent to lie and watching the others catch it is the best version of this. Do the liars pay for it later, like nobody trusting them in the next truce?