lishali88
Joined 10 years ago
Joined 10 years ago
There is also a useful distinction between generative AI features of gameplay versus AI in aiding the creator (game dev) to make games. We do both, but they are driven by different user needs. For instance, for the former, there are AI powered characters which gives players a sense of spontaneity in the gameplay.
But look at the world now! It’s never too late, jump in and build if you are excited now!
"I found getting assets into the game a bit tricky. Sometimes it would try updating the code to reference assets that we hadn't created yet. After that I couldn't get it to generate assets for me."
This is an known issue we are trying to solve. But to give more color on why it's been tricky, since we are relying on a chat interface, our agent has properly determine is your ask includes an ask for asset generation, and if so, it has to determine whether an asset exists, and if it does not, whether to generate an asset, after which it needs to determine where to insert it and whether to modify other parts of the code when inserting. For instance, in the character templates, the AI can successfully modify an asset and character's description in one prompt, but sometimes it doesn't correctly interpret the instruction and pulls existing assets from the Phaser JS library. In short, it's quite finicky to get agents in prod to behave reliably 100% of the time. But we are working on it! Have many ideas of how to improve and are experimenting.
"I thought this would be a useful tool for prototyping, but as a programmer I would probably never use this to release a finished product. Maybe it would be better to target this kind of tool for prototyping instead of being able to make a full game that people will want to pay money for." & "I tried making a simple turn-based (american) football game. It's pretty good for getting some boilerplate set up, but sometimes it felt like it would have been easier to modify the code myself at times than try to explain what I wanted modified to the AI."
For users who already know how to develop, we've definitely heard similar validation that this is better for prototyping currently than for final games. I think this stems from the fact that 1) currently we don't have multi-file support and more advanced features like multiplayer yet, which makes it hard to compare with what's achievable by a more advanced game dev. And 2) the chat based approach is not always reliable, so it's frustrating sometimes to get what you want versus coding it up yourself. This is why we are also targeting less technical users, because they don't have many options available to them that can be as flexible as Rosebud. We have been delighted to see what these users create because some of the stuff gets very creative and addictive, even with our current limitations.
"It seems like whenever I did try to modify the code by hand, my changes would get wiped out by the next iteration generated by the AI. Maybe it was referencing the old code?"
This is a bug. If you don't mind sharing in the feedback channel specific cases when it does this, that would be super helpful. We've been fixing aspects of this bug over the last few week.
"Sometimes the AI would get stuck on something (e.g. generating an asset), or it would make a mistake. In that case I couldn't figure out a way to "go back" to a previous iteration of the game."
We have a history feature we are shipping in stages. Right now you can only regenerate, but we want to let users go back to different states of their game. Many users have wanted this feature and we just have to make some choices about what gets saved in the history (all llm changes or also manual, ... etc).
"At one point I tried to get the AI to make a change, which it did, but the code it generated had a large portion of the original code based removed and replaced with something like `// The rest of your code here.` which obviously broke the game."
This stems from a context length issue and is definitely annoying. We also have plans to implement diffs and other solutions that should let users run into this issue less.
Our aim is to make development on Rosebud as easy as possible, which means we are handling various external integrations that are being used by the platform. With that said, some devs may want the flexibility to change what models are used, including switching out internal models we developed with various external ones. If that is true, we’d want to support devs providing their own keys, but only for added flexibility, not as a default. Put it simply, if you don't want to be forced to provide your own keys, we got you covered.
Right now we will try our best not to charge developers for developing on Rosebud. So we will try to optimize on our backend different ways to control costs. With that said, if we have to create some premium tier because the AI inference gets too high to support, we will likely provide options to reduce inference costs in various ways (such as running smaller models for different interactive generative features of a game).
We’d want to provide as much support as possible so that our devs are successful. So if something is not working, let us know! Our devs succeeding is a necessary pre-requisite for our platform succeeding.
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.
The opportunity I am excited most about, and what Rosebud is focused on, is to increase the number of creators of games by many orders of magnitude. That is why we are leaning into an llm native approach for game dev. I also know that the current best models for code gen will be improved dramatically in the next few years and that will have have an even greater impact on the consumer behaviour of who gets to make games and who gets to build software in general. Building a platform around game creation, not just asset gen, will be able to absorb this impending tidal wave of change that I don’t think even incumbent developer tools like Unity or Unreal can address as fast as a startup such as ourselves. The entire game creation work flow is going to get much more intuitive, faster and ultimately be able to generate the quality of games to compete with AAA. Now it is not there, but soon it will be. The game genres we support may look more opinionated and constrained now (ai characters, RPGs, some 3D) but that’s the first step in being able to let our agent based code gen platform perform well in prod. We are making choices that allow us to absorb llm advances later and that generalize well once those improvements happen.
Also, on the IP point, once we let people monetize on the platform, we will be much more strict about what gets to be monetized (i.e only things where it’s ok from an IP point of view).
I think some confusion may be arising from just going to rosebud.ai and seeing the demo video. Instead go to https://play.rosebud.ai/home to make games and play the games other people already made to test it out! Love to hear your comments about the development experience there!
You are right that there is a developer tool angle here, but I think what's interesting to experiment with respect to the business model is whether developers want to be charged first by using the tool (like unity) versus only when they are successful (like unreal). Roblox is able to collect rent because they help the developers build an audience. What we have to show is that our platform can also help developers build an audience to justify collecting rent.
You can already kind of export the code because we show most of the game code. However what we're aiming to do is to make it easier to build in platform without worrying about deployment. Also we are aiming to bring an audience to play your games immediately via the Rosebud platform so you don't have to share elsewhere.