Improved New Game UI
[h2]New Game Overhaul[/h2]
[h3]Starting Item[/h3]
Players now get 1 starting item at the start of the game.
[h3]More Customization[/h3]
Improved customization for new games. You can now optionally pre-generate the initial locations, starting quest, inate abilities, starting item, and passive skills. You can re-roll these generations individually as many times as you want. You can also manually edit the fields, although editing the starting item or innate abilities is restricted to creative mode due to being OP.
Moddable world presets can also include these new fields. Sometimes you might choose to predefine some of the options for a preset, such as some ability names or a starting quest you find interesting. However, in many cases, you may want to leave these fields empty, which indicates that they should be AI-generated at the start of each new game (to increase variance and replayability).
[h3]Easy exporting of world presets[/h3]
Moddable world presets have been updated to a more future-proof format, though the game should still support old versions. You can also export your current preset as a new json file, which provides a much easier way to create customized presets to share with others.
[h3]Improved location generation[/h3]
In the case of pre-generating initial locations, you can optionally provide additional instructions to the AI. This can greatly influence how it generates the locations. A demonstration of this is included in the pre-bundled preset “UC Berkeley” which replaces “College”. In this case, I instructed the AI to generate real-life locations, and it did so successfully (including Top Dog, La Burrita, Cheeseboard, Sproul Plaza, and various other restaurants and campus locations).
[h3]Visual Improvements[/h3]
Updated fonts to be consistent and made the Auto-Generate button more prominent to encourage its use.
[h2]ComfyUI Custom Workflows[/h2]
Logic for how the game uses ComfyUI has been expanded to allow custom workflows. Instructions in the readme file inside the model-params directory.
[h3]Starting Item[/h3]
Players now get 1 starting item at the start of the game.
[h3]More Customization[/h3]
Improved customization for new games. You can now optionally pre-generate the initial locations, starting quest, inate abilities, starting item, and passive skills. You can re-roll these generations individually as many times as you want. You can also manually edit the fields, although editing the starting item or innate abilities is restricted to creative mode due to being OP.
Moddable world presets can also include these new fields. Sometimes you might choose to predefine some of the options for a preset, such as some ability names or a starting quest you find interesting. However, in many cases, you may want to leave these fields empty, which indicates that they should be AI-generated at the start of each new game (to increase variance and replayability).
[h3]Easy exporting of world presets[/h3]
Moddable world presets have been updated to a more future-proof format, though the game should still support old versions. You can also export your current preset as a new json file, which provides a much easier way to create customized presets to share with others.
[h3]Improved location generation[/h3]
In the case of pre-generating initial locations, you can optionally provide additional instructions to the AI. This can greatly influence how it generates the locations. A demonstration of this is included in the pre-bundled preset “UC Berkeley” which replaces “College”. In this case, I instructed the AI to generate real-life locations, and it did so successfully (including Top Dog, La Burrita, Cheeseboard, Sproul Plaza, and various other restaurants and campus locations).
[h3]Visual Improvements[/h3]
Updated fonts to be consistent and made the Auto-Generate button more prominent to encourage its use.
[h2]ComfyUI Custom Workflows[/h2]
Logic for how the game uses ComfyUI has been expanded to allow custom workflows. Instructions in the readme file inside the model-params directory.