Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Is AI the future of Indie RPGs?

hbm

Barely Literate
Joined
Sep 5, 2022
Messages
1
Previously you had to manually find photos and art belonging to other people, photobash them into your desired scene, do manual touch-ups, downscale them, palette squash them, and the upscale them using nearest-neighbor to get that kewl vintage indie pixel art point-and-click/chapter-screen look. And that's if you're a lazy plagiarist. Now you can just write a prompt, Stable Diffusion said photos/art together, generate 30 outputs in less than 10 minutes, take a piss, cherry pick your favorite (which will look better than the photo collage in your head did), and do the usual pixelizing stuff, substantially improving throughput. People (especially enterprising third-worlders) WILL exploit the hell out of this, like it or not.

Lands-of-Lore-Throne-of-Ch-AIos.png


The-DAIg.png
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
and do the usual pixelizing stuff
What I've seen people try to do more is de-pixelizing via img2img: https://sciprogramming.com/community/index.php?topic=2081.msg15543
I've been having a blast converting Sierra images to modern art pieces using AI.

See below some examples:
5B5cmVW.png
FPlF9Qs.png


cUYdmcg.jpg
Oay9NIf.png


kgnG3FS.png
XSWrW2W.jpg


gFihujj.gif
AQ9lsda.png


2IRjMVV.jpg
ajxYk8l.png


GqbASDm.png
Lre3BJp.jpg


uOFwt0f.png
RuX4tZn.png


I have found that it works best for fantasy style scenes and landscapes. Luckily, a lot of sierra games feature these!

https://www.reddit.com/r/StardewVal...e_stardew_valley_inhabitants_went_to_a_photo/
gc4kxzrzs3m91.png
rh8pblxzs3m91.png
8ejn7p20t3m91.png
dvvyaf70t3m91.png
k9m094c0t3m91.png
kvdqhah0t3m91.png
p6y99ik0t3m91.png
atkc7dn0t3m91.png
60osmfq0t3m91.png
9l683nt0t3m91.png

Not exactly some of the most "fortuitous" art style choices here, but an interesting proof of concept for any potential "Remasters" or "Fan Remakes" nonetheless:
99suqx4n06l91.png

hr0xnqao06l91.png

lnw8o8qq06l91.png

p36sdtjr06l91.png

zpa73let06l91.png

fcl3nlgs06l91.png

nqpyrodu8vl91.png

8qskivfw8vl91.png

lx67qwtx8vl91.png

2cwrdypy8vl91.png

arjzq5iz8vl91.png

ylmfce709vl91.png


itqiwo1rv0k91.jpg

gxixm44136m91.png
m9qfp14136m91.png

Btw. about creating tiling textures: https://github.com/hlky/stable-diffusion/pull/267
 
Last edited:

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,335
and do the usual pixelizing stuff
What I've seen people try to do more is de-pixelizing via img2img: https://sciprogramming.com/community/index.php?topic=2081.msg15543
I've been having a blast converting Sierra images to modern art pieces using AI.

See below some examples:
5B5cmVW.png
FPlF9Qs.png


cUYdmcg.jpg
Oay9NIf.png


kgnG3FS.png
XSWrW2W.jpg


gFihujj.gif
AQ9lsda.png


2IRjMVV.jpg
ajxYk8l.png


GqbASDm.png
Lre3BJp.jpg


uOFwt0f.png
RuX4tZn.png


I have found that it works best for fantasy style scenes and landscapes. Luckily, a lot of sierra games feature these!

Not exactly some of the most "fortuitous" art style choices here, but an interesting proof of concept for any potential "Remasters" or "Fan Remakes" nonetheless:
99suqx4n06l91.png

hr0xnqao06l91.png

lnw8o8qq06l91.png

p36sdtjr06l91.png

zpa73let06l91.png

fcl3nlgs06l91.png

nqpyrodu8vl91.png

8qskivfw8vl91.png

lx67qwtx8vl91.png

2cwrdypy8vl91.png

arjzq5iz8vl91.png

ylmfce709vl91.png

Btw. about creating tiling textures: https://github.com/hlky/stable-diffusion/pull/267
None of those AI-enhanced pictures looks remotely good
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
I'm not wholly against the (partial) AI takeover.
There aren't many AA/AAA game devs that leverage actual artistry any more. The concept artists they hire are forced to draw the same shit over and over again.
And for indies -- RPG indies requiring character concept art, cultural concept art, etc etc, in particular -- this is an amazingly powerful tool.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,591
and do the usual pixelizing stuff
What I've seen people try to do more is de-pixelizing via img2img: https://sciprogramming.com/community/index.php?topic=2081.msg15543
I've been having a blast converting Sierra images to modern art pieces using AI.

See below some examples:
5B5cmVW.png
FPlF9Qs.png


cUYdmcg.jpg
Oay9NIf.png


kgnG3FS.png
XSWrW2W.jpg


gFihujj.gif
AQ9lsda.png


2IRjMVV.jpg
ajxYk8l.png


GqbASDm.png
Lre3BJp.jpg


uOFwt0f.png
RuX4tZn.png


I have found that it works best for fantasy style scenes and landscapes. Luckily, a lot of sierra games feature these!

Not exactly some of the most "fortuitous" art style choices here, but an interesting proof of concept for any potential "Remasters" or "Fan Remakes" nonetheless:
99suqx4n06l91.png

hr0xnqao06l91.png

lnw8o8qq06l91.png

p36sdtjr06l91.png

zpa73let06l91.png

fcl3nlgs06l91.png

nqpyrodu8vl91.png

8qskivfw8vl91.png

lx67qwtx8vl91.png

2cwrdypy8vl91.png

arjzq5iz8vl91.png

ylmfce709vl91.png

Btw. about creating tiling textures: https://github.com/hlky/stable-diffusion/pull/267
None of those AI-enhanced pictures looks remotely good
Seems the AI (midjourney) favor some people more, beside one eye it's pretty good:
znKljUs.jpg
 
Developer
Joined
Oct 26, 2016
Messages
2,442
Previously you had to manually find photos and art belonging to other people, photobash them into your desired scene, do manual touch-ups, downscale them, palette squash them, and the upscale them using nearest-neighbor to get that kewl vintage indie pixel art point-and-click/chapter-screen look. And that's if you're a lazy plagiarist. Now you can just write a prompt, Stable Diffusion said photos/art together, generate 30 outputs in less than 10 minutes, take a piss, cherry pick your favorite (which will look better than the photo collage in your head did), and do the usual pixelizing stuff, substantially improving throughput. People (especially enterprising third-worlders) WILL exploit the hell out of this, like it or not.

Lands-of-Lore-Throne-of-Ch-AIos.png


The-DAIg.png
I agree that I can see people using it to create plenty more shovelware. Still haven't seen any use for these generators that I can use in my game.
If I was really pressed I suppose this could generate character portraits (although theres been that capability for many years). Perhaps some strange looking loading screens as well...but probably not even that.
 

CanadianCorndog

Learned
Joined
Feb 2, 2021
Messages
165
I plan to use it extensively for texture generation and level filler, making NPC clothing and details, shaping terrain based on rules outside of main areas, auto UV mapping, etc.
Another thing I want to use it for is like an art director assistant. Correcting colour palettes that are slightly off, for example.
Anything that has rules or systems, perfect for AI.
So, it's really not too different from existing uses of procedural generation, just more advanced.
I will still make my own art and create my own levels etc. but it will be more like templates. Make the base textures, let AI fill in the varieties, UV map the assets, add details, etc.
I think it will also push me to be more bold in my art and design. There will be so much fantasy and sci fi and post apocalyptic AI shovelware in the future that if you start from a generic idea you will be completely boring and irrelevant. People will just know.
 

agentorange

Arcane
Patron
Joined
Aug 14, 2012
Messages
5,256
Location
rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
I'm not wholly against the (partial) AI takeover.
There aren't many AA/AAA game devs that leverage actual artistry any more. The concept artists they hire are forced to draw the same shit over and over again.
And for indies -- RPG indies requiring character concept art, cultural concept art, etc etc, in particular -- this is an amazingly powerful tool.
First part is mostly my sentiment. But more so I am against it on principle but I don't think it changes much from the current trends. Concept art and all the visual designs in games has been increasingly automated over the years, which I've complained about for nearly a decade now and think is one of the main reasons why all modern games look so ugly and retarded, and most big budget games now days outsource stuff like concept art to third party companies, or asset creation to third world Indians, etc. This has even been happening with indies now, with people outsourcing art to things like Fiverr rather than having a dedicated visual designer. The AI (or as someone else put it better, procedural art generation) will just make this process more and more efficient and assembly line like, which the average NPC seems to be fine with since it means more things to consume at a faster rate. It's just a tool that mostly benefits big companies that want to produce more crap more quickly.

I disagree with the idea that this is somehow going to be a great boon for indie development, though, since part of the whole appeal of indies was that they represented something small scale, more personal and unique in contrast to corporate games. Now indie devs can also have access to the equivalent of 500 outsourced Indians at the push of a button. I think it's kind of the same thing as the effect that all the advancements in stuff like procedural generation had on indies, where instead of suddenly seeing a bunch of amazing large scale, well thought out RPGs with "infinite unique content", you instead got 6,000,000 Procedural Metroidvania Rogue-lite Souls-likes. Or the effect that things like easy to use engines and asset stores have had on the amount of shovelware. The only indie games in the past decade that were worth playing were the ones that still seemed to be made a by small, closely knit teams of dedicated people, that were willing to put a lot of human effort into making something they were passionate about.

It seems to be a trend that whenever a new technology like this appears you get a bunch of people saying "wow now I can finally achieve my dream project," (look at things like digital cameras and CGI in film making) and then they produce some asset flip tier garbage, because the kind of person who wants to put in less and less effort, and wants to automate more and more aspects of their supposed "passion" was never gong to make something worth looking at anyway. .
 

Krice

Arcane
Developer
Joined
May 29, 2010
Messages
1,649
I have tons of 32 x 32 tiles to draw, I wonder can it pixel art.
 
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
I'm not wholly against the (partial) AI takeover.
There aren't many AA/AAA game devs that leverage actual artistry any more. The concept artists they hire are forced to draw the same shit over and over again.
And for indies -- RPG indies requiring character concept art, cultural concept art, etc etc, in particular -- this is an amazingly powerful tool.
First part is mostly my sentiment. But more so I am against it on principle but I don't think it changes much from the current trends. Concept art and all the visual designs in games has been increasingly automated over the years, which I've complained about for nearly a decade now and think is one of the main reasons why all modern games look so ugly and retarded, and most big budget games now days outsource stuff like concept art to third party companies, or asset creation to third world Indians, etc. This has even been happening with indies now, with people outsourcing art to things like Fiverr rather than having a dedicated visual designer. The AI (or as someone else put it better, procedural art generation) will just make this process more and more efficient and assembly line like, which the average NPC seems to be fine with since it means more things to consume at a faster rate. It's just a tool that mostly benefits big companies that want to produce more crap more quickly.

I disagree with the idea that this is somehow going to be a great boon for indie development, though, since part of the whole appeal of indies was that they represented something small scale, more personal and unique in contrast to corporate games. Now indie devs can also have access to the equivalent of 500 outsourced Indians at the push of a button. I think it's kind of the same thing as the effect that all the advancements in stuff like procedural generation had on indies, where instead of suddenly seeing a bunch of amazing large scale, well thought out RPGs with "infinite unique content", you instead got 6,000,000 Procedural Metroidvania Rogue-lite Souls-likes. Or the effect that things like easy to use engines and asset stores have had on the amount of shovelware. The only indie games in the past decade that were worth playing were the ones that still seemed to be made a by small, closely knit teams of dedicated people, that were willing to put a lot of human effort into making something they were passionate about.

It seems to be a trend that whenever a new technology like this appears you get a bunch of people saying "wow now I can finally achieve my dream project," (look at things like digital cameras and CGI in film making) and then they produce some asset flip tier garbage, because the kind of person who wants to put in less and less effort, and wants to automate more and more aspects of their supposed "passion" was never gong to make something worth looking at anyway. .

I watched mental outlaw demo stable difusion, and he was typing in artists names who's work he wanted to copy. Ultimately its going to happen anyway, so if artists ever want to get paid for doing the hard work it takes to create their own styles, they will have to ask for laws to protect their work from AI copying. Its up to them if they want to do that.

I have tons of 32 x 32 tiles to draw, I wonder can it pixel art.

https://playerone-studio.com/gan-2d-tiles-generative-adversarial-network
 
Developer
Joined
Oct 26, 2016
Messages
2,442
I have tons of 32 x 32 tiles to draw, I wonder can it pixel art.
This was also similar to my first thought (or isometric tiles).
Seems like the answer is no.
Still waiting for evidence that it can do decent tiled textures (also seems resounding no).
What can I say? Its pretty good at drawing deformed horses though ;).
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,214
Location
Adelaide
From an AI Voice acting perspective, it definitely is the future for indie devs as now its actually affordable and reasonable to do. In the past it wasn't. ReplicaStudio is the only one I'm familiar with, seems really good in that you have support for emotional context and there are accents as well. But essentially it is still just TTS with some fairly major improvements. I'm considering using it on assumption that a better offer doesn't show up. Its not like Obsidian used this workflow or anything btw granted theirs was much higher quality. To clarify as well I'm referring to a technology aimed at indie game dev thus the pricing point I'm aware better quality exists but it's too expensive.
 
Last edited:

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
aF1qE38.jpg

tqHNWmG.jpg

6hcb7Tm.jpg

K1V5yM1.jpg


It's garbage, but it's garbage that amazes you at what it gets right.

(Ignore the dog in the last one btw. Apparently that's just a placeholder image and I took the screenshot before it generated the samurai woman it was meant to.)
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
I have tons of 32 x 32 tiles to draw, I wonder can it pixel art.
This was also similar to my first thought (or isometric tiles).
Seems like the answer is no.
Still waiting for evidence that it can do decent tiled textures (also seems resounding no).
What can I say? Its pretty good at drawing deformed horses though ;).
Cz4luPF.png

jSobVMf.png

TcdylLb.png


It can draw what it thinks is a tiled texture, but it probably won't match up the way a real texture would unless you clop part of it out and only use that. Haven't gotten it to do isometric except as a more complex image.
 
Developer
Joined
Oct 26, 2016
Messages
2,442
I have tons of 32 x 32 tiles to draw, I wonder can it pixel art.
This was also similar to my first thought (or isometric tiles).
Seems like the answer is no.
Still waiting for evidence that it can do decent tiled textures (also seems resounding no).
What can I say? Its pretty good at drawing deformed horses though ;).
Cz4luPF.png

jSobVMf.png

TcdylLb.png


It can draw what it thinks is a tiled texture, but it probably won't match up the way a real texture would unless you clop part of it out and only use that. Haven't gotten it to do isometric except as a more complex image.
Yah not really any good that.
Can you try say pixel art worn stone, repeating?
For extra points add medieval decorations to the edges (think UI).
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
Can you try say pixel art worn stone, repeating?
4JgEr3L.png


No idea if that works or not repetition-wise. If you want a UI around it, it's better to do that separately and then photoshop the two together or something.

Don't get me wrong, it can make some pretty interesting scenes from games that don't exist, but they aren't that precise.

AfCj1Bv.png

awjqM8J.png

ZgVhMT5.png
 
Developer
Joined
Oct 26, 2016
Messages
2,442
Can you try say pixel art worn stone, repeating?
4JgEr3L.png


No idea if that works or not repetition-wise. If you want a UI around it, it's better to do that separately and then photoshop the two together or something.

Don't get me wrong, it can make some pretty interesting scenes from games that don't exist, but they aren't that precise.

AfCj1Bv.png

awjqM8J.png

ZgVhMT5.png
Yeah this doesn't really save any work, probably the opposite TBH.
There's some procedural texture tools already that can do tiling stuff, I'm pretty sure so that would be the way forward with that one.
I have tried making some borders for UI, isolated but honestly a google image search and tracing in Gimp would yield better results/less work.

It does do some interesting mashups but in terms of asset creation its not really practical.
 

dbx

Arcane
Patron
Joined
Dec 14, 2009
Messages
4,083
Location
Wannabe Austria
You people greatly over estimate artist jobs. And game making.
Yes, machine learning in itself is not artificial intelligence, but are you so sure you need AI to make game art? or 3D game asset? or even entire games?

People believed that the recognition of object from images would require intelligence, yet a simple machine learning alorithm ended up beating humans at it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom