I asked OpenAI’s GPT-3 to generate 31 different videogame ideas, one for each day of Blaugust, each dealing in some way with that particular day of the month. Here’s its idea for August 26th: “1926: The Golden Age of Aviation”.
“1926: The Golden Age of Aviation”. A flight simulator set in the 1920s, where you fly around the world in a vintage airplane, completing various challenges and tasks along the way.
The game is being created by a team of passionate aviation enthusiasts and will be released for PC, Mac and Linux.
You start the game only able to fly the most basic of aircraft, but as you progress and complete tasks, you’ll earn money which can be used to buy new planes and upgrades. You’ll get to fly famous aircraft such as the Ford Tri-Motor, the Spirit of St Louis and the Douglas World Cruiser. You’ll also get to explore famous locations from the 1920s such as New York City, Paris, London and Rio de Janeiro.
Every player starts off at the same location — a small airport in the middle of the United States. From there, it’s up to you to discover the world and find your own path. For example, you could focus on becoming the best pilot in the world, or you could become an ace at racing, or you could become a master of photography.
You’ll start off with a Curtiss JN-4 “Jenny”. It’s a classic plane from the 1920s, and it’s a great plane for beginners. You’ll soon want to upgrade it, of course.
In order to upgrade your airplane, you’ll need to earn money. You can do this by completing tasks and challenges, or by selling photos and videos that you take while flying.
You can upgrade your plane in a variety of ways. You can buy new planes, or you can upgrade the engine, wings, or other parts of your plane. You can also add new equipment to your plane, such as a camera or a radio.
There are a variety of competitions that take place in the game. For example, there are races, where you can compete against other pilots to see who can fly the fastest. There are also challenges, where you can test your skills at flying through narrow passages or landing on small airstrips. The game also includes a multiplayer mode, where you can fly with other players from around the world.
The goal of the game is to allow players to experience the golden age of aviation. We want players to feel like they’re living in the 1920s, and to feel like they’re part of a community of passionate aviation enthusiasts.
How can we model the entire world as it was in 1926? The game uses a combination of satellite data and hand-crafted models to create the world. We’ve spent years researching the world of 1926, and we’ve used that research to create a faithful representation of the world as it was then.
Will you be able to work with the aviation celebrities of the day? Yes! You’ll be able to meet, and even fly with, some of the most famous aviators of the day. Who are they? We can’t say just yet, but you’ll definitely be able to meet some of the most famous aviators of the day.
The game is a flight simulator, so you’ll be using a joystick or a gamepad to control your plane. We’re still working on the game, so we don’t have a list of compatible controllers yet.
The game is currently in development, and we don’t have a release date yet. We’ll announce a release date when we’re ready. Nor do we have the final system requirements yet, but we’re targeting PCs with mid-range hardware.
I’m starting to get curious about the exact methodology behind this series. This one ends by saying the game is currently in development with no release date, which I can’t recall having come up before. Others have specified PC and Mac releases and even mentioned Steam and GOG. The level of detail seems to vary quite a bit from game to game, too, and there are whole segments that appear in some entries that seem quite different from anything in the others, like the Carl the Security Wombat personal anecdote in 24/7.
For that matter, the whole 24/7 entry is different. It’s a lot longer than most, includes some heavy repetition, and has a very odd ruleset that seems hard to connect with what would presumably be the AI’s reference material, namely internet pages dealing with fps horror titles. I haven’t played a lot of those myself but I find it hard to imagine many of them have gameplay in which “The undead creatures generally do not attack the guard unless they are provoked. ” That seems like the antithesis of every zombie-based FPS ever!
I’d be really interested to see a wrap-up post in which you give chapter and verse on the exact process you used for some of these, including what prompts you gave the AI and how much editing you had to do.
Yeah, I think that could be fun and I planned to do that.
Short answer is, sometimes the AI spits out paragraph after paragraph of stuff, but mostly it just says “Press ‘A’ to fire main weapon. It’s a great game everyone should play!” as the entire content, and I have to prompt it a little. The Carl the Wombat thing I did as a separate prompt. For 24/7, it originally wanted the player to clear the mall of zombies, which I thought would be weird, given that it said they shopped there, and then neither I nor the AI could really figure out where the game was when I told it the job was to keep order and it was okay the undead were shopping there.
I think tomorrow’s? yes, tomorrow’s, I got bored with fighting with the AI about game design and just asked for the premise and then give it a little more guidance. In tomorrow’s, I asked it to write a series of letters between people and it just spit out the entire thing and was probably among the easiest of this series.
I was considering streaming a “Day 32” just to document the process. Almost all of these things are just me trying to prompt enough that it has enough to take off on its own. I try not to rewrite it if I can — back in day 3, it rewrote the rules of basketball and I went with it.