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Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

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21–30 of 107 posts

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#21
post #16

I have a VN that I have wanted to complete for years. Having built and deployed using RenPY, the problem is something I wonder if Rosebud can support: 1) I'm a programmer not an artist. If I give a description of a character can the AI create a 2D version of it that will be consistent? 2) I'm a programmer not an artist, if I give a description of a scene/background can the AI create a 2D version of it that will have…

At the moment this process is probably more manual than we'd like. You can definitely make characters and backgrounds.

We're using our own custom AI Agents to generate the games and what we'll do next is expose them for the games to leverage too. At that point you should be able to have the game self-generate based on rules.

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#23

Congrats on the launch! I'm excited about AI use cases in the game industry and I believe that things like text-to-asset or text-to-NPC will end up being part of every major game engine. You mentioned you've been working on a consumer gen AI product back in your YC batch 4.5 years ago, which was "pre AI-hype". Do you mind telling a bit more about your journey and pivot?

Thank you! We're so excited about how llms are expanding widely the number of people who can write software, it's the perfect opportunity to apply it to gaming since I think there's far more people who can make games if not limited to technical skills!

Regarding my path with Rosebud, it's such a long journey, I'd love to share. Going way back in 2017 I just finished up a PhD in Deep Learning from Berkeley and did the less usual thing of joining an early stage venture firm. I've always had to compartmentalize my creative work from my technical before. Once the first batch of interesting results in generative came out, primarily in the image space (cycleGAN, StyleGAN …etc), I realized that it was inevitable that most creative work can be changed completely by this research. Who gets to create, how easily they can create and even what is created will change dramatically. I just had very strong conviction on this. The only thing that was hard to predict was whether this was going to happen in the next 2-10 years. Regardless of the uncertainty in when this was going happen, I knew that I wanted to get my hands dirty and build, because it’s just something I wanted to use. So I jumped into the deep-end and founded Rosebud.

Earlier on, the models were quite new and not of the highest quality, so I learned quickly that consumers are a much better audience than using this for businesses. Consumers are still very picky, but also very experimental, whereas business had very specific requirements for what they want that are not easily “replaced” by AI generated stuff. Given these learnings, we iterated many times with different consumer mobile apps, which is a crucible for getting the right intuitive interface down. Long story short, you cannot go viral organically on mobile if your app is hard to use and doesn’t give a sense of magic. My core thesis is that the strength of generative AI is in its potential to make creation widely accessible, on demand and delightful. Naturally, some of our earlier apps were focused on more meme like creation experiences (like Tokkingheads, which organically grew to several million users). We learned that we must in a few clicks as possible allow the creator to achieve impressive results they want to share on social. These experiences helped build a lot of our technical ability to train and productionize models (back then there were no AI inference companies, so we had to manage everything ourselves on cloud or our own machines).

Every year since the founding of Rosebud, I looked at gaming as a target application area. As mentioned, Rosebud was named after the cheat code in the Sims, which allowed me to effectively use the game as a 3D playground to build virtual worlds back when I was a kid. This was my North Star for how powerful generative AI should get, to ultimately allow users to build their immersive virtual worlds and games. I also knew that just doing game asset generation was not enough to be interesting of a platform shift for games. Was waiting on code gen to get good enough to really have an opportunity to change how game dev and creation happens.

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#26
post #9

Earlier quoted context omitted.

I just picture you walking around IRL calling yourself "Hi, I'm John... John-Rosebud" - this is great, one thing I recommend all the time is the book "Create games with Python" - but this is the new version of that endeavor. Ill try and make a tower defense game with it.

Ha I'll definitely start introducing myself like that! And nice I'll check out that book

>>>Ha I'll definitely start introducing myself like that!

-

But you have to do this in the stupidest situations.. not like a Valet at TFL or such - but like a Walmart Greeter.

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#27

Earlier quoted context omitted.

https://play.rosebud.ai/games/87a20f41-5d38-41a9-acb6-ac4d0f... One of our beta-testers created a variant of a tower defense game using no code! It's not snapped to a grid, but definitely shows the power of what's possible on the platform :)

I havent clicked the link yet - but already in love... lemme go clone it play it and call it M O O N - that spells Tower Defense. EDIT: DOpe - I really like this game mechanic - It would be cool to be able to spawn more units ... Also there is a bug in the game - the POWER button doesnt highlight when its purchasable... Am I supposed to be able to move the character? No keyboard input works - Main menu just restarts…

You can just buy powerups every 5 points you earn. The challenge is picking up the right combination of distance and speed. I don't know what power is for.

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#28

Impossible not to think about this -> https://en.wikipedia.org/wiki/Video_game_crash_of_1983

My take is that whenever we can break down barriers to allow more creators to enter, it's ultimately better for the entire industry. As a platform we can work on curating and filtering for high quality game content from our users, but that's a problem of curation rather than artificially limiting creation for fear of people making low quality content. Most content quality like many things are power law distributed anyways.

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#29

Earlier quoted context omitted.

Glad you enjoyed it! This is an implementation from one of our users. Anyone can publish games at any time, so some of them might still be works in progress. This could be a great time to clone that project and try to add the changes you mentioned!

You should log the game creation process - and the prompts given, then allow for modification of prompts. I am speaking out my butt, as I have not yet cloned this, but shall - so I like to present my assumptions before I try the tool... Ill clone and try now. But the option to see how a game was created is the golden saource.

Good points! Currently, we give a fresh copy of the source code, but no conversation history, since it tends to be quite chaotic at times. However, I agree that storing all this data is great for analytics and could help out give examples to other users.

Re: Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

#30
post #16

I have a VN that I have wanted to complete for years. Having built and deployed using RenPY, the problem is something I wonder if Rosebud can support: 1) I'm a programmer not an artist. If I give a description of a character can the AI create a 2D version of it that will be consistent? 2) I'm a programmer not an artist, if I give a description of a scene/background can the AI create a 2D version of it that will have…

I could see something that bootstraps a renpy project with art + applying the correct framework as saving someone days or weeks of time, overcoming the barrier to get started.

For example, there are different patterns if you want a simulation that has time as a factor, versus a classic choice-based VN.

A lot of people building games struggle with where to start for their specific idea; it's a lot of research and if you make some wrong assumptions, you may have a really hard time executing on your game. Also, a lot of creative people/tinkerers aren't familiar with software design patterns generally.

Would this export the code so someone could edit it manually after the initial creation?

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