EverythingRL
This is every game.
Well, kind of. EverythingRL creates a detailed and immersive game world by mixing AI with existing procedural generation algorithms. You decide the theme of the game, and the AI does the rest -- from designing weapons and armor to monster design to level generation. It's a mix of old and new, but just as rogue-like and fun as things have ever been.
Ever wanted to play a roguelike version of Alien Isolation? Well, now you can.
What about a pirate roguelike with talking sharks? Definitely.
Or a Lord of the Rings roguelike? Easy.
Or a Lord of the Rings roguelike, but everyone is a cat? You bet.
Drop your favorite themes in the comments :)
Types are Pokemon types, see here for reference.
Version History
- 2024-03-10: Original 7drl build (preserved below and at https://7drl24.pfe.io/pristine/index.html)
- 2024-03-11: Fixed a bug in the web build causing deterministic dungeon generation.
- 2024-03-18: Fixed a bug in the server causing player-inputted themes with "/" to fail to generate.
- 2024-03-26: Release 002, with a few quality-of-life improvements:
- Changed up AI prompting, yielding more creative results with some themes. (Note: the original 7drl builds will use old APIs and be unaffected by this change)
- Added fancy FOV/lighting effects.
- Better food heals more health than before.
- Tweaked the intro.
- Added a help button.
- 2024-04-28: Release 003, which adds more progress messages to the loading screen and shows error messages when the AI generation is rejected.
Status | Released |
Platforms | Windows, Linux, HTML5 |
Release date | Mar 11, 2024 |
Rating | Rated 5.0 out of 5 stars (7 total ratings) |
Authors | Spferical, AnimatedRNG |
Genre | Role Playing |
Made with | Rust |
Tags | 2D, Seven Day Roguelike Challenge, ai-generated, ascii, Open Source, Roguelike, Singleplayer |
Code license | MIT License |
Average session | A few seconds |
Inputs | Keyboard, Mouse |
Links | Original 7DRL Release, Source code |
Download
Development log
- EverythingRL 002Mar 26, 2024
Comments
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honestly this game is epic. but can you add settings for safety rating?
Glad to see you back :)
its cool, but alot of items have special abilities, that can never be used due to the nature of the game, also melee weapons seem to be unusable too
This is the future of gaming. Soon everything will be power by AI I just hope it happens in our lifetime. Nice game
I feel like 18 pokemon types is a bit too many types, especially since some settings may never see/ have the main characters use certain types. I think maybe 6-8 would be enough, or have the weaknesses determined independently for each character rather than tied to the type.
Funny story, we considered using the types from the Pokemon Too Many Types romhack, which adds 44 more for a total of 62.
Sometimes the AI also goes off the rails and makes up its own types, like "light" or "void", and the game translates them into normal.
Definitely some ideas to explore here.
If the "setting" includes something along the lines of "replace valid type list with fire, water, and grass. No secondary types are permitted" or "only permit normal type" it will usually do so. Though it sometimes partly or entirely ignores you.
Neat, A few things.
Items should have stats. Is equipment armor? How much damage does X weapon do?
Ranged enemies should use same targeting as you do, either freeform or cardinal.
Movement should include diagonals and maybe use numpad.
Is crafting determined when you first use it, then deterministic afterwards? if so, should display the results when you select two items.
Damage types should show ingame, as in enemies show their strengths and weakness to damage types.
Thanks for the feedback! I'd definitely like to address a lot in a future version. Answers to the questions:
Yeah, equipment is armor and also gives you one Pokemon type each. The damage formula, which we should really indicate somewhere, is (attack level + 1) * 4 * (multiplier based on type effectiveness) / (defense level + 1). Attack/defense levels are based on item levels, and also ranged attacks do half damage. All attacks deal at least one damage.
And yep, the same two items always produce the same result, at least in the same playthrough.
Helpful. And yea, damage/stats with tooltips saying how defense/attack works would be nice.
Once you craft something, if you select both component items, it should show the result before you craft it, so you don't have to remember.
The game needs a restart/generate new option, and maybe a save preset option. Also a lookup database with all learned stuff.
For extentions to mechanics.
Add a lightweight buff system, letting you gain a few set buffs. Speed/damage/defense/etc. Optionally using a generated name, but still just having a few set effects.
A few extra types of attacks/archetypes. Self destruct, debuff (a few set debuffs) and summoning (with a cooldown/population cap) Minecraft themed creeper, or Starcraft themed baneling. Poison bites. Nothing quite as wrong as a suicide monster blowing up in your face repeatedly.
Warcraft Warlock summoning demon minions.
Swarmers. Less health, spawn in groups. I see you already have overleveled elites which seem to be stronger entities in the source materials.
Could add a few dozen simple ability type things and then assign. Plenty of enemies or items get flavour which could be mapped to an ability
Also it seems to often get stuck on making literally everything a single type. Not sure if there is a way to nudge the AI into giving a few options then selecting a somewhat nice distribution. I don't care if the prompt is 'My Little Pony', Apples should be normal or grass, not fairy, like literally every other item I ran into lol. Obviously it got stuck on the idea of fairy tales or something.
Edit:
Might also change typing system. Pokemon kinda depends on you having a large range of types available in attacks, so you can usually have access to a weakness or at least neutral. It is very common to, in the first fight, meet someone super effective to all defense types you have and have not very effective types only to fight them. Using evasion-accuracu and damage-armor might work better, or a smaller system like 4 elements in a circle Fire ->air->earth->water->Fire
Maybe ave enemies drop loot which always matches one of their types, so you tend to at least get a mirror match.
I also poisoned myself with bio regeneration gel in a StarCraft prompt. Probably has to do with it being poison type, but neither the name or flavour suggests that should be the case lol. Just that poison always damages you maybe? Probably shouldn't be the case.
Edit2: Wow this is getting silly long. I got the base prompt from the source files and faffed around with chat gpt a bunch, and it turns out that it has some trouble figuring out if an attack should be kamakazi or not.
Also, typewise, just adding to the setting "Only Fire, Water, and Grass types are permitted" seems to work, and that gave me a nice spread of elements to work with, which have a simple rock-paper-scissors relationship" Didn't really consider before that the setting prompt addition could add extra commands like that, but it works great.
Please optimize the Windows version for 4K screens. Text is barely readable.
... nevermind.
Extremely fun idea for a traditional roguelike game. I wish this game will develop further, it's just too unique to be forgotten.
Tried A Square's Flatland and while the generation sidebar recognized it was supposed to be a 2-d world, it also has no idea what that means and so just defaulted to generic medieval fantasy. It is too bad :( How does your language model work, and what is its training set? It looks like it is supposed to be identifying potential 'creatures' based off the prompt, but the creatures its picking, at least in this case, are wildly inappropriate.
Hi xyncht, thanks for reporting this to us! I was able to replicate some of the behavior that you're describing. The monsters seemed appropriate to the setting, but the items were generic, which suggests that something went wrong. My guess is that our item prompting is a bit too tailored towards traditional roguelike themes.
I tried a few variations on the prompt, and some of them also had the same issue, but not all of them. In particular, the prompt "Flatland: A Romance of Many Dimensions" or "Flatland: A Romance of Many Dimensions by Edwin Abbot" do not have this issue (although the AI definitely doesn't get the literary reference :) We can take a look tomorrow at the server logs and try to figure out what happened.
We made some changes to item generation that should make this issue less common. I still sometimes see the generic result on "A Square's Flatland", but it doesn't happen as often anymore (and if it does happen, it usually only happens on level 1 of the dungeon). Monster generation seems fine, albeit not super creative. I think the model just has some trouble on this particular prompt for some reason :/
After playing some time, i noticed that ai like to add special powers in description of items. Since system is based of pokemon it would be cool to see weapons and enemies have special effects based of it. And also, would be cool to shoot in any direction, or at least make enemies shoot like player.
Hi dard, thanks for the suggestions. Yeah, I think it's a bit frustrating that enemies can shoot in any direction but the player is limited to cardinal directions. I think it's probably more roguelike-y to limit enemies to cardinal directions.
I tried Hunt Down the Freeman. It gave me a mission in a wasteland to take down Combine commander. I got pistol, crowbar and medkit along with energy bar. First enemy is Combine Overwatch with 24 HP, jetpack and rocket launcher doing 8 damage per shot. Both pistol and crowbar doing 1 damage to him. I forgot to heal and just started smashing him with crowbar repeatedly. He outgunned me and i died. 10/10 would Freeman again. But seriously, you can do so many wacky things with it. I don't know why this don't have more attention.
For the future, would be cool to save what it generated for theme to use again.