Building an indie colony sim where your colonists run on your scripts — Transcript
Full transcript
- 0:00Hi, and welcome to Far Camp. This is a
- 0:02colony simulator I've been developing
- 0:04for a few weeks, and in this
- 0:06introduction video
- 0:08I'll be talking a bit about how I made
- 0:10it.
- 0:12By now, I'm sure everyone's seen a video
- 0:14game developed by AI, and a lot of these
- 0:16are really good-looking games, but most
- 0:19of them are one-shot development.
- 0:21Meaning a single prompt generates the
- 0:23entire thing, and that's not what I'm
- 0:25going to show you today. Today, I'm
- 0:26going to show you how I built a colony
- 0:28simulator using AI development platforms
- 0:31like Claude Code, Codex, and my own,
- 0:34which I've been calling OI, as well as a
- 0:36bunch of tools and services that I've
- 0:39been building as open systems, which are
- 0:41going to be open source and free to use,
- 0:43and eventually community-driven. What
- 0:45you're seeing here is the current build
- 0:47of the colony simulator, which I'm
- 0:49calling Far Camp. I've been solo
- 0:51developing this with a team of agents
- 0:53doing everything from writing the code
- 0:56to generating the assets to creating
- 0:58procedural generation techniques for the
- 1:01world, for audio, and at the end of the
- 1:04series, I'll be sharing all of my
- 1:05workflows with you for free in hopes
- 1:07that some people find them useful, and
- 1:09they jump on and help me community
- 1:11develop them. The game started as a
- 1:13proof of concept last year.
- 1:14It was very basic. The art assets
- 1:17weren't really there.
- 1:18Uh the main proof of concept though is
- 1:20that I wanted to have natural language
- 1:23driving the routines of the colonists,
- 1:25and that part worked really well. But, I
- 1:28didn't have time to do a full game
- 1:30development effort, where I designed the
- 1:32art assets. I was doing a lot of other
- 1:34work full-time, and this was just a
- 1:37hobby. So, I tried to use the AI models
- 1:39back then to help me generate assets,
- 1:41but they were sub par, and I kind of
- 1:44just put it on a shelf. Fast forward to
- 1:46today, and we have some amazing models
- 1:49like Astra, Fable, Opus, and their
- 1:52understanding of geometry is decades
- 1:55ahead of what it was last year. Very
- 1:58quickly, this time around I was able to
- 2:00generate some really nice-looking
- 2:02stylized assets. And that's how this
- 2:04project restarted. So, from that I then
- 2:06focused on some procedural generation
- 2:08routines. And so now every world that is
- 2:11generated creates its own brand new
- 2:13plants and creatures. But I thought,
- 2:15"Hey, it would be nice to have something
- 2:17familiar also." So, out of 32 species,
- 2:21and that's just the number I picked for
- 2:22now, half of them are reused from
- 2:25previous playthroughs. So, you might
- 2:26recognize something familiar and have an
- 2:28advantage over your last playthrough.
- 2:31So, you might see a blueberry bush and
- 2:33you're pretty certain that's the same
- 2:35one you played with last playthrough.
- 2:38And so, you could take the chance and
- 2:39just eat it without first observing it,
- 2:42but there's also a chance your memory
- 2:43doesn't serve you very well and it is
- 2:45poisonous. So, pretty much everything in
- 2:47a new world has to be studied and
- 2:49observed before you can interact with
- 2:51it, at least safely. And if you're
- 2:53unlucky and the colonists you got rolled
- 2:55have low intelligence, well, you got to
- 2:57build that up for some of the things you
- 2:58need to observe. But after that initial
- 3:01proof of concept with the art, I wanted
- 3:03to switch to making sure this game
- 3:05concept was fun. And to make it stand
- 3:08out from just a regular colony simulator
- 3:10because there's a lot of those already.
- 3:12So, the highest priority item was to
- 3:14bring back my old scripting system,
- 3:17which would allow me to fully customize
- 3:19the routines of the colonists. So,
- 3:21unlike RimWorld where you have set
- 3:22behaviors and you just have to set those
- 3:24up with mouse clicks. Here you can
- 3:26actually type in script and have
- 3:29colonists do nearly anything. Well,
- 3:31anything that's allowed in the game. But
- 3:33I didn't expect players to learn a new
- 3:35scripting language just to play the
- 3:36game. And so, what I wanted to prototype
- 3:39really quickly was the ability for a
- 3:42player to use their own AI agent,
- 3:45whether it's Claude code or whether it's
- 3:48ChatGPT in a browser, as As as it has
- 3:50MCP access, which is just a connection
- 3:53protocol to other systems, as long as it
- 3:56has that, and most of them do, it can
- 3:58connect to the game, and you can
- 4:00basically tell your agent, "I want my
- 4:02colonist to collect up to 20 wood
- 4:06whenever the stockpile goes under 10."
- 4:09And then it'll generate the script for
- 4:11you in the game. And so, in a way, it
- 4:14kind of teaches you scripting, and this
- 4:16script is very similar to Python. So, in
- 4:19a way, you're kind of learning Python as
- 4:22you learn to play this game. Now, all of
- 4:24this is optional. You don't have to
- 4:26learn any of this custom routine
- 4:29building in order to play the game. We
- 4:31can play it just like RimWorld, where we
- 4:33mouse click every routine we want. But,
- 4:36if you really want to get customized,
- 4:38this is the thing I wanted to prototype.
- 4:40And it worked just as well as in my
- 4:42initial prototype from a year ago, but
- 4:44now we have it in Godot, and we have it
- 4:46with much better graphics. And the
- 4:48really strong feature from this is
- 4:50replayability. That every time the game
- 4:52ends, or you lose, or something happens,
- 4:55you get to keep all of your scripts, and
- 4:57you can modify them. And so, when you
- 4:59start again, you don't have to start
- 5:00from scratch. You can already start your
- 5:03colonists with your previous routine, so
- 5:05you have a leg up from the last
- 5:06playthrough. I think it's a really
- 5:07powerful system, and I haven't seen this
- 5:10in many games, or in many colony sim
- 5:12games. And so, once those core concepts
- 5:15were proven working well, it was time to
- 5:18just get started on a very simple
- 5:20playthrough.
- 5:21And for that, I just wanted some basic
- 5:22things, a couple beds, a fireplace, some
- 5:26basic routines, like feeding and
- 5:28hydrating themselves. And so, we needed
- 5:30water. We had the original plants, and
- 5:32we had animals, but no hunting yet. And
- 5:35so, on our first playthrough, we were
- 5:36able to build a very humble camp with
- 5:38just the basics. Eventually, this would
- 5:40lead to cozy sound effects of the fire
- 5:44crackling, the nighttime crickets, but
- 5:46that's something for later, and we'll
- 5:47get into that in some later episodes and
- 5:50how I did that procedurally also. We
- 5:51very quickly rolled out some basic
- 5:54weather so that it gets cold at night,
- 5:56and so they needed to stay warm, and
- 5:58while the fire helped, they also could
- 6:00eventually build towards a shelter. And
- 6:03so that's the next part we added to
- 6:05this, and we were now able to survive
- 6:07through the elements for a couple days.
- 6:09We had food, we had water, we had
- 6:11shelter, heat, and we could basically go
- 6:14on like this forever because food
- 6:16replenished itself, and so did water.
- 6:18And so that became a problem. What is
- 6:21the first stress we add for the players?
- 6:24What's the first challenge? What do they
- 6:26need to build towards to survive? And so
- 6:28I wanted something a little bit creepy
- 6:30that possibly happens at night.
- 6:32Something where you see eyes circling
- 6:35your camp in the dark, and you might
- 6:37hear howls, but that's for another
- 6:40episode.
- 6:41That's all I wanted to cover for now. I
- 6:43hope you think this might be fun. In the
- 6:45description, I've left a link for how
- 6:48you can join in the development as well,
- 6:50contributing ideas. Like I mentioned,
- 6:52everything will be open source. That's
- 6:54all for now, and thanks for watching.
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