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

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61–70 of 107 posts

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

#61
post #49

Earlier quoted context omitted.

To help you get started with visual novel projects, there are already many templates containing AI characters that you can leverage. such as https://play.rosebud.ai/games/52417bb7-6796-4a4b-8a38-38d99e... You can clone these and customize the personalities to suit your storytelling needs. Using Chat, it is straightforward for even creative people without coding experience to add new scenes, interactivity, and dialogu…

What I didn't see in this (and the couple others I've seen mentioned) is talking with more than one character in a scene, or having multiple scenes with the characters in different positions/poses/clothing. My particular story has a number of folks with various handicaps (magical realism with a COA vibe), and trying to get an AI to do a reasonable character in a wheelchair is hard but doable, while amputees or folks…

Hey! It is potentially possible to prompt the character LLM directly to simulate multiple characters, but having streamlined support is definitely on our Radar! We are also working on a template where you'll be able to to talk to multiple NPCs and also have them talk to each other.

Research for consistent character in different poses is also in the works :)

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

#62
post #4

Next up: an AI that can watch a deceptive mobile game ad and actually create the game that they're falsely advertising! Jokes aside, this is very cool. There's always the interesting tension of vendor lock-in vs. portability that defines the low-code space. Roblox's social ecosystem allowed it to make exclusivity to its platform a selling point to incentivize creators, but that might be harder for browser delivery -…

> watch a deceptive mobile game ad and actually create the game that they're falsely advertising! Guy called Fat Dino on Youtube actually does that. His videos are pretty entertaining: https://youtube.com/@FatDino?si=4r2wKj63ohClIXxD

Genius!

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

#63

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

Just like YouTube, in the beginning, the quality of user-uploaded videos may not have compared to cable TV, but the experience of empowering everyone was very novel and eventually led to more people joining in. Ordinary people became familiar with video-making and storytelling. Now, look at YouTube – it has a lot of high-quality content and production standards that rival cable TV. The difference is that talented individuals don’t need a TV station to be seen by the world.

In the same vein, Rosebud AI initially gives more people the opportunity to turn their ideas into games. Then, through rapid iteration, both users and we grow together, continuously improving the quality of the games

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

#64
post #41

Nice, I got the Digital Puppy to write me some Python code for differential equations, and even got it to apologize and state that it is important to note something.

Now make a differential equation pet that acts as a puppy.

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

#65
post #57

Earlier quoted context omitted.

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 an…

Really depends by what lens you use for "better" (let alone for the entire industry), IMO. I think there is truth in that statement, but only in a historical context when breaking into the industry required a publisher and creating a game required writing your own engine; that truth dwindles as the markets approach (real) saturation. (And there's an argument to be made that those two filters were actually great for f…

My optimism is mostly for increasing the number of creators of games --> best games get even better, at the cost of introducing more games, some of which may not be good. Marketplaces being the winners is a symptom of the players being the ultimate beneficiary of increased competition (and thus a surplus of both good and bad games).

I actually don't see this as an AI to replace, but AI to enable more people to create games. So ultimately, it still expresses the desire of the creator, who is human.

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

#66
post #46

Earlier quoted context omitted.

Yeah I’m hearing that but it seems very much like you are selling art, an LLM character service, and some dev/packaging. I don’t think you’re going to reap much benefits from aggregating all these together. Feels like a shovelware machine. One of your homepage trending projects also used Star Trek IP. Like your value prop is description to game. Ok. But doesn’t that mean that if the description to game is too complic…

We are happy our custom image models are liked by our users and I think helping game devs make good game assets/art is a valuable problem to solve, but not one we are focused on. The first 3-4 years of Rosebud we focused on image generation based app, so I have thought a lot about the opportunity of focusing on a image/asset gen as the main feature of the product. I would argue that it generally has a thinner moat wi…

If your goal is to increase game creators by order of magnitudes, and the method involves putting people in a position to make games alone, what exactly is going to keep the game market from being totally destroyed by an endless stream of very-low-value games?

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

#67
* Does Rosebud take care of licensing with the various AI partners involved? (would a developer be expected to provide their own keys?)

* Have you looked at ways to separate out the different kinds of costs with using AI assistance? For instance, a lot of asset generation is (likely) one time, up-front (though it doesn't have to be restricted that way, obviously)... but this means -- relative to your business model -- a developer can reduce their operational costs by knowing or selecting what tools/features to use in the final game.

For example, in the "Grandma-Coffee" game ( https://play.rosebud.ai/games/91d54c96-378d-4c64-b71b-4841fc... ) it currently integrates with ChatGPT, but it may be helpful if a developer can specify they want "hard-coded" options instead of free-form, which could reduce the costs to run it (and can perhaps allow the game to hit a lower price point, or avoid ongoing costs)

* Presumably, in the future, users will be able to access the website like linked above, and pay any necessary fee(s) without downloading additional software?

* What would the support expectation be for issues with Rosebud? Would there be an easy way for an end user to differentiate from issues with Rosebud (e.g. loading the game) and the game itself? Will Rosebud be handling support when someone can't load the game/assets?

Sorry for all the questions... I really like the indie / AI game space. look forward to seeing how this works out :-)

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

#68
post #66

Earlier quoted context omitted.

We are happy our custom image models are liked by our users and I think helping game devs make good game assets/art is a valuable problem to solve, but not one we are focused on. The first 3-4 years of Rosebud we focused on image generation based app, so I have thought a lot about the opportunity of focusing on a image/asset gen as the main feature of the product. I would argue that it generally has a thinner moat wi…

If your goal is to increase game creators by order of magnitudes, and the method involves putting people in a position to make games alone, what exactly is going to keep the game market from being totally destroyed by an endless stream of very-low-value games?

See my comment above for another thread and the subsequent comments: "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

#70
post #46

Earlier quoted context omitted.

Yeah I’m hearing that but it seems very much like you are selling art, an LLM character service, and some dev/packaging. I don’t think you’re going to reap much benefits from aggregating all these together. Feels like a shovelware machine. One of your homepage trending projects also used Star Trek IP. Like your value prop is description to game. Ok. But doesn’t that mean that if the description to game is too complic…

We are happy our custom image models are liked by our users and I think helping game devs make good game assets/art is a valuable problem to solve, but not one we are focused on. The first 3-4 years of Rosebud we focused on image generation based app, so I have thought a lot about the opportunity of focusing on a image/asset gen as the main feature of the product. I would argue that it generally has a thinner moat wi…

But Unreal is not tooling. It’s a game engine. It has physics and rendering and audio and networking. Unreal is not a competitor.

You cannot possibly expect an LLM to be spitting out a AAA competitive engine on top of a great game built with it. If you really want to achieve that level of sophistication then you should probably be building on top of unreal tbh. It’s a huuuuge undertaking. And the AI driven asset store side of things feels like it’s very separate to me

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