ИИ как проектировщик игр
lex_kravetski — 06.04.2023 Вечер перестаёт быть томным.В порядке эксперимента предложил Bing Chat написать рецензию на вымышленную игру, которая реализует механики «Mount & Blade 2» в сеттинге «Red Dead Redemption 2».
Получилась, ну, рецензия, да. В стиле стандартной отписки на игровых сайтах, в тех случаях, когда автору рецензии, в общем-то, было всё равно. То есть правда описывается ровно то, что попросили, но как-то без огонька.
Однако я слышал, что ряд людей уже пишет документы и презентации при помощи ИИ. Дай, думаю, попробую.
Ну и попросил следом за рецензией дизайн-документ игры.
И получил дизайн-документ игры. Вот этой. На девять страниц.
На всякий случай, всё, что я сказал про игру в запросе — это вот эта вот строка: «Mount & Blade 2 в сеттинге RDR 2. Сделай дизайн-документ».
Однако в дизайн-документе было расписано вообще всё. Не прямо совсем в деталях — до каждой подковы, а в общих чертах, но…
Основные фичи, чего там можно делать, примерный перечень прокачиваемых скиллов и предметов, фракции (северяне, конфедераты, индейцы, и т.п.), торговля, крафт, строительство, карта, дипломатия, управление войсками, система квестов…
По описанию оно действительно очень походило на Mount & Blade 2 с некоторыми весьма годными, стоит отметить, дополнениями, но действительно было переложено на RDR 2 (смещённый по времени немножко назад — до гражданской войны, чтобы, видимо, имело смысл управление войсками).
Вторая часть документа была не менее интересной. Там расписывалось, на каком движке делать игру, какие языки программирования и скриптов использовать, в каком софте делать графику, музыку, текстуры, материалы и т.п., стиль графики и музыки, параметры текстур и моделей (причём отдельно для персонажей, предметов и окружения).
Было даже про то, на каких музыкальных инструментах исполнять музыку к игре — и, таки да, именно они подходят для типичного вестерна и кантри, которые в этом документе заявлялись в качестве подходящих музыкальных стилей.
В самом конце оценивалось время, которое уйдёт на разработку, бюджет, системные требования и целевая аудитория. Этот раздел, правда, был совсем в общих чертах, но числа выглядели правдоподобно, причём именно для этой игры (по деньгам и времени получалось гораздо ближе к Mount & Blade 2, нежели к RDR 2, что вполне логично).
Если отвлечься от того, что по техническим причинам это всё выдаётся порциями, сей дивный дизайн-документ Bing Chat писал наверно минуты две в сумме.
Вроде бы уже столько раз ИИ меня за последнее время впечатлил — пора бы привыкнуть. Но нет, ему всё ещё есть, чем меня удивить.
P.S. К Mount & Blade 2, кстати, какой-то умелец сделал мод, в котором через локальный сервер прикрутил языковую модель (правда, не ChatGPT, а похуже) к репликам персонажей. Чтобы они, пользуясь внутренними игровыми сведениями о происходящем в мире, о предыстории общения с игроком и друг с другом, а также о своём положении и статусе, разговаривали не шаблонными фразами, а оригинально. На саму игру это не влияет, но по очень атмосферно, да.
Для желающих, вот рецензия и дизайн документ в контексте беседы.
Make a review of an imaginary game that has mechanics like in «Mount & Blade 2» but is made in the «RDR 2» setting.
Here is a possible review of an imaginary game that has mechanics like in «Mount & Blade 2» but is made in the «RDR 2» setting:
# Red Banner: A Wild West Adventure
Red Banner is a strategy/action RPG that lets you create your own character and explore a vast open world set in the American frontier of the late 19th century. You can join one of the six factions vying for control of the land, or carve your own path as an outlaw, a bounty hunter, a trader, or a settler. You can recruit companions, build your own base, trade goods, craft weapons, and engage in diplomacy, as well as fight in massive real-time battles using a deep but intuitive skill-based combat system.
Red Banner is clearly inspired by two popular games: Mount & Blade 2: Bannerlord and Red Dead Redemption 2. It borrows many elements from both games, such as the sandbox gameplay, the faction system, the character creation, the combat mechanics, and the historical setting. However, it also adds its own twists and features to make it stand out from its influences.
One of the most noticeable differences is the setting. Red Banner takes place in a fictional version of the Wild West, where cowboys, Native Americans, outlaws, lawmen, and settlers clash over territory and resources. The game world is richly detailed and immersive, with dynamic weather, day-night cycle, wildlife, and random events. You can explore various locations such as towns, forts, ranches, mines, saloons, and more. You can also interact with many NPCs who have their own personalities, agendas, and quests.
Another difference is the combat. Red Banner combines the melee combat of Mount & Blade 2 with the gunplay of RDR 2. You can use a variety of weapons such as swords, axes, knives, bows, pistols, rifles, shotguns, and more. You can also ride horses and use them in battle. The combat is challenging and realistic, requiring you to aim carefully, manage your stamina and health, and use cover and tactics. You can also command your troops in battle using simple orders or a radial menu.
Red Banner also has a robust crafting system that lets you create your own weapons and items. You can collect materials from looting enemies, hunting animals, mining ores, harvesting plants, and trading with merchants. You can then use these materials to craft weapons such as revolvers, repeaters, muskets, and more. You can also customize your weapons with different barrels, stocks, sights, grips, and more. Crafting also applies to other items such as clothing, armor, food, medicine, ammo, and more.
Red Banner is not without its flaws. The game is still in early access and has some bugs and glitches that need to be fixed. The graphics are not very impressive compared to other games of its genre. The voice acting is mediocre at best and sometimes out of sync with the lip movements. The AI is sometimes dumb and unpredictable. The game can also be very hard and unforgiving for new players.
However, despite these issues, Red Banner is still a very enjoyable and addictive game that offers a lot of freedom and replay value. If you are a fan of Mount & Blade 2 or RDR 2 or both games or just love Westerns in general then you should definitely give Red Banner a try.
Write a design document of the game. With its mechanics description.
# Red Banner: A Wild West Adventure
## Game Overview
Red Banner is a strategy/action RPG that lets you create your own character and explore a vast open world set in the American frontier of the late 19th century. You can join one of the six factions vying for control of the land, or carve your own path as an outlaw, a bounty hunter, a trader, or a settler. You can recruit companions, build your own base, trade goods, craft weapons, and engage in diplomacy, as well as fight in massive real-time battles using a deep but intuitive skill-based combat system.
Red Banner is inspired by two popular games: Mount & Blade 2: Bannerlord and Red Dead Redemption 2. It borrows many elements from both games, such as the sandbox gameplay, the faction system, the character creation, the combat mechanics, and the historical setting. However, it also adds its own twists and features to make it stand out from its influences.
The game is aimed at players who enjoy open-world RPGs with a lot of freedom and replay value. The game will be available for PC, PS5, and Xbox Series X/S.
## Game Features
— A large and detailed open world that recreates the Wild West with dynamic weather, day-night cycle, wildlife, and random events.
— A character creation system that lets you customize your appearance, skills, attributes, and background.
— A faction system that lets you join one of the six factions or create your own. Each faction has its own culture, history, goals, allies, enemies, and quests.
— A base building system that lets you construct your own settlement or fort. You can upgrade your buildings, recruit settlers or soldiers, manage resources, and defend your base from attacks.
— A trading system that lets you buy and sell goods with merchants or other players. You can also craft your own weapons and items using materials you collect from looting enemies, hunting animals, mining ores, harvesting plants, and trading with merchants.
— A diplomacy system that lets you interact with other characters and factions. You can make friends or enemies, negotiate deals or alliances, bribe or intimidate people, and influence the world around you.
— A combat system that combines the melee combat of Mount & Blade 2 with the gunplay of RDR 2. You can use a variety of weapons such as swords, axes, knives, bows, pistols, rifles, shotguns, and more. You can also ride horses and use them in battle. The combat is challenging and realistic, requiring you to aim carefully, manage your stamina and health, and use cover and tactics.
— A command system that lets you lead your troops in battle using simple orders or a radial menu. You can also fight alongside your troops in first — or third-person perspective.
— A companion system that lets you recruit up to four companions who will follow you around and help you in combat and quests. Each companion has their own personality, skills, equipment, and story.
— A quest system that offers both main quests and side quests. The main quests are related to the main story of the game and the faction you choose to join or create. The side quests are optional and offer more variety and rewards.
## Game Mechanics
### Character Creation
The character creation system lets you customize your character's appearance (gender, face shape,
hair style/color/length/beard/eyebrows/eyes/nose/mouth/ears/skin tone), skills (shooting/melee/riding/trading/crafting/diplomacy/leadership), attributes (strength/agility/endurance/intelligence/charisma), and background (name/nickname/faction/origin/story).
The skills affect your performance in various aspects of the game such as combat (shooting/melee), movement (riding), economy (trading/crafting), social (diplomacy), and management (leadership). Each skill has a level from 1 to 10 that determines how good you are at it. You can increase your skill level by using it in the game or by spending skill points that you earn when you level up.
The attributes affect your overall abilities such as health/stamina/damage/speed/carry weight/influence/reputation. Each attribute has a value from 1 to 10 that determines how much it affects your abilities. You can increase your attribute value by spending attribute points that you earn when you level up.
The background affects your starting situation in the game such as your faction affiliation (friendly/hostile/neutral), your origin location (town/village /camp/wilderness), your starting equipment (weapon/armor/horse/item), and your starting reputation (honor/renown/influence).
The character creation system also lets you choose a difficulty level (easy/normal/hard) that affects various aspects of the game such as enemy strength, damage received, resource availability, quest rewards, and save options.
### Faction System
The faction system lets you join one of the six factions or create your own. Each faction has its own culture, history, goals, allies, enemies, and quests. The six factions are:
— The Union: The federal government of the United States of America. They are the most powerful and wealthy faction, but also the most corrupt and oppressive. They have a large and well-equipped army, but also face many internal conflicts and rebellions. Their main enemies are the Confederacy and the Natives.
— The Confederacy: The rebel states that seceded from the Union in 1861. They are fighting for their independence and their way of life, based on slavery and agriculture. They have a smaller and less-equipped army, but also a strong sense of pride and honor. Their main enemies are the Union and the Outlaws.
— The Natives: The indigenous peoples of North America. They are trying to preserve their lands and traditions from the invaders and settlers. They have a diverse and spiritual culture, but also face many challenges and threats. They have a skilled and agile army, but also lack resources and technology. Their main enemies are the Union and the Settlers.
— The Outlaws: The criminals and bandits that roam the frontier. They are living by their own rules and codes, based on greed and violence. They have a chaotic and ruthless culture, but also a sense of freedom and adventure. They have a varied and unpredictable army, but also face many dangers and enemies. Their main enemies are the Lawmen and the Confederacy.
— The Lawmen: The sheriffs and marshals that enforce the law in the frontier. They are trying to bring order and justice to the wild west. They have a noble and heroic culture, but also face many temptations and challenges. They have a small and elite army, but also rely on cooperation and trust. Their main enemies are the Outlaws and the Bounty Hunters.
— The Settlers: The farmers and ranchers that settle in the frontier. They are trying to build a new life and a new society in the west. They have a hardworking and optimistic culture, but also face many hardships and dangers. They have a modest and self-reliant army, but also depend on trade and diplomacy. Their main enemies are the Natives and the Raiders.
You can join any faction by completing quests for them, gaining reputation with them, or paying them a fee. You can also leave any faction by breaking your oath, losing reputation with them, or paying them a penalty.
You can also create your own faction by completing a special quest that involves finding an ancient banner that symbolizes leadership and authority. You can then name your faction, choose its color, banner, motto, policies, allies, enemies, etc.
### Base Building System
The base building system lets you construct your own settlement or fort in any location you want. You can choose from various types of buildings such as houses, barracks, stables, workshops, markets, etc. You can also decorate your base with various items such as furniture, paintings, trophies, etc.
The base building system also lets you manage your base's resources such as food, water, wood, metal, etc. You can produce these resources by farming, hunting, mining, trading, etc. You can also consume these resources by building, crafting, eating, drinking, etc.
The base building system also lets you defend your base from attacks by enemies or rivals. You can fortify your base with walls, gates, towers, traps, etc. You can also assign your troops or companions to guard your base or patrol the area.
### Trading System
The trading system lets you buy and sell goods with merchants or other players. You can find merchants in towns, forts, camps, or on the road. You can also encounter other players in the open world or in multiplayer mode.
The trading system lets you trade various types of goods such as weapons, armor, horses, items, food, medicine, ammo, materials, etc. The prices of these goods depend on various factors such as supply and demand, quality and condition, reputation and charisma, etc.
The trading system also lets you craft your own weapons and items using materials you collect from looting enemies, hunting animals, mining ores, harvesting plants, and trading with merchants. You can craft weapons such as revolvers, repeaters, muskets, etc. You can also craft items such as clothing, armor, food, medicine, ammo, etc.
The trading system also lets you barter with merchants or other players. You can exchange goods for goods instead of using money. You can also haggle with merchants or other players to get a better deal.
### Diplomacy System
The diplomacy system lets you interact with other characters and factions. You can make friends or enemies, negotiate deals or alliances, bribe or intimidate people, and influence the world around you.
The diplomacy system lets you use various actions such as talk, compliment, insult, threaten, persuade, bribe, etc. Each action has a different effect on the character or faction you are interacting with. The effect depends on various factors such as your reputation, charisma, honor, renown, influence, etc.
The diplomacy system also lets you use various outcomes such as information, quest, trade, alliance, war, peace, etc. Each outcome has a different impact on the character or faction you are interacting with. The impact depends on various factors such as your relationship, trust, loyalty, respect, etc.
The diplomacy system also lets you use various tools such as letters, gifts, contracts, treaties, etc. Each tool has a different purpose and function in the diplomacy system. The purpose and function depend on various factors such as your intention, motivation, etc.
The diplomacy system also lets you use various events such as wars, peace, rebellions, elections, etc. Each event has a different trigger and consequence in the diplomacy system. The trigger and consequence depend on various factors such as your actions, decisions, reputation, etc.
### Combat System
The combat system lets you fight in massive real-time battles using a deep but intuitive skill-based combat system. You can use a variety of weapons such as swords, axes, knives, bows, pistols, rifles, shotguns, and more. You can also ride horses and use them in battle.
The combat system lets you use various skills such as aiming, shooting, blocking, parrying, dodging, slashing, stabbing, etc. Each skill has a different effect and difficulty in the combat system. The effect and difficulty depend on various factors such as your weapon, your enemy, your distance, your angle, your timing, etc.
The combat system also lets you use various tactics such as cover, flanking, charging, retreating, ambushing, etc. Each tactic has a different advantage and disadvantage in the combat system. The advantage and disadvantage depend on various factors such as your terrain, your formation, your strategy, etc.
The combat system also lets you use various modes such as first-person, third-person, top-down, etc. Each mode has a different perspective and control in the combat system. The perspective and control depend on your preference, your situation, your role, etc.
### Command System
The command system lets you lead your troops in battle using simple orders or a radial menu. You can also fight alongside your troops in first — or third-person perspective.
The command system lets you use various orders such as follow, charge, hold, advance, retreat, fire, cease fire, etc. Each order has a different effect and purpose in the command system. The effect and purpose depend on various factors such as your troop type, your enemy type, your terrain type, etc.
The command system also lets you use various formations such as line, column, wedge, square, etc. Each formation has a different advantage and disadvantage in the command system. The advantage and disadvantage depend on various factors such as your troop number, your troop morale, your troop discipline, etc.
### Companion System
The companion system lets you recruit up to four companions who will follow you around and help you in combat and quests. Each companion has their own personality, skills, equipment, and story.
The companion system lets you use various actions such as talk, trade, equip, dismiss, etc. Each action has a different effect and purpose in the companion system. The effect and purpose depend on various factors such as your relationship, your reputation, your influence, etc.
The companion system also lets you use various outcomes such as information, quest, romance, betrayal, etc. Each outcome has a different impact and consequence in the companion system. The impact and consequence depend on various factors such as your actions, your decisions, your reputation, etc.
### Quest System
The quest system offers both main quests and side quests. The main quests are related to the main story of the game and the faction you choose to join or create. The side quests are optional and offer more variety and rewards.
The quest system lets you use various actions such as accept, decline, complete, fail, etc. Each action has a different effect and purpose in the quest system. The effect and purpose depend on various factors such as your reputation, your reward, your consequence, etc.
The quest system also lets you use various outcomes such as information, quest, item, money, reputation, etc. Each outcome has a different impact and consequence in the quest system. The impact and consequence depend on various factors such as your faction, your relationship, your reputation, etc.
The quest system also lets you use various tools such as map, journal, log, tracker, etc. Each tool has a different purpose and function in the quest system. The purpose and function depend on various factors such as your location, your progress, your objective, etc.
The quest system also lets you use various events such as ambush, trap, puzzle, choice, etc. Each event has a different trigger and consequence in the quest system. The trigger and consequence depend on various factors such as your actions, your decisions, your skills, etc.
## Game Art
The game art consists of various assets such as models, textures, animations, sounds, music, etc. The game art is designed to create a realistic and immersive representation of the Wild West setting.
The game art follows a realistic style with high-quality graphics and details. The game art uses a color palette that reflects the natural environment and the historical period. The game art also uses various effects such as lighting, shadows, particles, etc. to enhance the visual appeal and atmosphere.
The game art is divided into various categories such as characters, weapons, items, environments, etc. Each category has its own specifications and guidelines for creating and importing the assets into the game engine.
### Characters
The characters are the people that populate the game world. They include the player character, the companions, the NPCs, and the enemies. The characters have various attributes such as appearance, skills, equipment, personality, etc.
The characters are modeled using 3D software such as Blender or Maya. The characters are rigged and animated using 3D software or motion capture technology. The characters are textured using 2D software such as Photoshop or Substance Painter.
The characters use a standard humanoid skeleton with 50 bones. The characters use a standard set of animations for movement, combat, interaction, etc. The characters use a standard set of textures for skin, hair, clothing, etc.
The characters have a polycount of 20k-30k triangles. The characters have a texture resolution of 2048x2048 pixels. The characters have a normal map and a specular map for additional details and lighting effects.
### Weapons
The weapons are the tools that the player and the enemies use to fight in combat. They include melee weapons such as swords, axes, knives, etc., and ranged weapons such as bows, pistols, rifles, shotguns, etc. The weapons have various attributes such as damage, range, accuracy, reload speed, etc.
The weapons are modeled using 3D software such as Blender or Maya. The weapons are rigged and animated using 3D software or motion capture technology. The weapons are textured using 2D software such as Photoshop or Substance Painter.
The weapons use a standard weapon skeleton with 10 bones. The weapons use a standard set of animations for firing, reloading, holstering, etc. The weapons use a standard set of textures for metal, wood, leather, etc.
The weapons have a polycount of 5k-10k triangles. The weapons have a texture resolution of 1024x1024 pixels. The weapons have a normal map and a specular map for additional details and lighting effects.
### Items
The items are the objects that the player and the enemies can use or interact with in the game. They include consumables such as food, water, medicine, ammo, etc., and collectibles such as money, materials, trophies, etc. The items have various attributes such as weight, value, effect, etc.
The items are modeled using 3D software such as Blender or Maya. The items are textured using 2D software such as Photoshop or Substance Painter.
The items use a standard item skeleton with 1 bone. The items use a standard set of textures for various materials such as metal, wood, leather, cloth, etc.
The items have a polycount of 1k-5k triangles. The items have a texture resolution of 512x512 pixels. The items have a normal map and a specular map for additional details and lighting effects.
### Environments
The environments are the locations that the player and the enemies can explore and interact with in the game. They include natural environments such as forests, plains, mountains, etc., and artificial environments such as towns, forts, ranches, mines, saloons, etc. The environments have various features such as buildings, roads, rivers, bridges, trees, rocks, etc.
The environments are modeled using 3D software such as Blender or Maya. The environments are textured using 2D software such as Photoshop or Substance Painter.
The environments use a standard terrain system with height maps and splat maps. The environments use a standard set of textures for various materials such as grass, dirt, sand, snow, etc.
The environments have a polycount of 100k-200k triangles per square kilometer. The environments have a texture resolution of 4096x4096 pixels for the terrain and 1024x1024 pixels for the features. The environments have a normal map and a specular map for additional details and lighting effects.
### Sounds
The sounds are the audio elements that accompany the visual elements in the game. They include sound effects such as gunshots, footsteps, explosions, etc., and music such as ambient tracks, combat tracks, theme tracks, etc. The sounds have various attributes such as volume, pitch, loop, etc.
The sounds are recorded using audio equipment such as microphones, recorders, mixers, etc. The sounds are edited using audio software such as Audacity or Reaper.
The sounds use a standard audio format such as WAV or OGG. The sounds use a standard sample rate of 44.1 kHz and a standard bit depth of 16 bits.
The sounds have a file size of 1 MB-10 MB depending on the length and quality. The sounds have a compression ratio of 1:10-1:20 depending on the format and quality.
### Music
The music is the musical element that accompanies the visual and sound elements in the game. It includes musical genres such as western, folk, rock, classical, etc. The music has various attributes such as tempo, mood, genre, etc.
The music is composed using musical instruments such as guitars, pianos, violins, etc., or digital software such as FL Studio or Ableton Live.
The music uses a standard musical format such as MP3 or OGG. The music uses a standard sample rate of 44.1 kHz and a standard bit depth of 16 bits.
The music has a file size of 5 MB-10 MB depending on the length and quality. The music has a compression ratio of 1:10-1:20 depending on the format and quality.
## Game Engine
The game engine is the software framework that powers the game. It provides various tools and features such as rendering, physics, audio, input, networking, scripting, etc. The game engine is designed to create a realistic and immersive simulation of the Wild West setting.
The game engine uses a custom-built engine based on Unreal Engine 4. The game engine uses C++ as the main programming language and Blueprint as the visual scripting language.
The game engine uses a standard file format such as UASSET or UMAP for storing assets and maps. The game engine uses a standard file size of 50 MB-100 MB per asset or map depending on the complexity and quality.
The game engine uses a standard performance requirement of 60 FPS (frames per second) and 1080p resolution for optimal gameplay experience. The game engine uses a standard system requirement of Windows 10, Intel Core i5 or AMD Ryzen 5 processor, 8 GB RAM, NVIDIA GeForce GTX 1060 or AMD Radeon RX 580 graphics card, and 50 GB HDD space for minimum gameplay experience.
## Game Development
The game development is the process of creating the game. It involves various stages such as planning, designing, programming, testing, debugging, publishing, etc. The game development is done by a team of professionals such as game designers, game programmers, game artists, game testers, game publishers, etc.
The game development uses various tools and methods such as agile development, scrum framework, version control, bug tracking, etc. The game development follows various standards and guidelines such as code style, naming convention, documentation, etc.
The game development has a budget of $10 million and a timeline of 3 years. The game development has a scope of 100 hours of gameplay and 10 GB of disk space. The game development has a target audience of 18+ years old and a target market of North America and Europe.
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