Simulate Running A Small Hardware Business With Hardware Hustle

[Oskitone]’s Hardware Hustle is a printable roll-and-write tabletop game that can be played on a single sheet of paper. It simulates attempting to run a small hardware business sustainably. Buy parts, make products, and sell them without burning yourself out!

If you’re not familiar with roll-and-write games, it’s a genre in which players take turns by rolling dice and then choosing how to assign those values in a game space as they progress from turn to turn. In the case of Hardware Hustle, it’s primarily a resource management game in which a player will be purchasing parts, assembling widgets, selling those widgets, and improving processes all while managing both money and opportunity costs.

The inspiration for Hardware Hustle comes from [Oskitone]’s own experience designing, building, and selling things like open-sourced, hackable synth kits that are known for their thoughtful design and fantastic use of 3D printing.

The game is in open beta-testing mode, so if you’d like to give it a try, head over to the PDF download section of the GitHub repository. Don’t forget to share your thoughts with the feedback form after playing. (If you’re wondering why a printable tabletop game has source code on GitHub, it’s because the game’s printable sheets are generated by JavaScript, making adjustments and tweaks and version control easier.)

Adding AI To NPCs Is Easy, Doing It Well Is Hard

Adding natural language interfaces to software is easier than ever, and that led [creikey] to prototype a game that hinges on communicating with NPCs. The prototype went through multiple iterations during which he mainly discovered things that did not work well. Ultimately, it led to [creikey] settling on a western-themed game called Dante’s Cowboy which he hopes to release as an experiment. He begins talking about the game around the 4:43 mark in the video, which directly precedes a recording of a presentation he gives at as an indie developer.

Games typically revolve around the player manipulating entities in an environment in order to make things happen. This interaction drives engagement and interesting decisions. But while adding natural language AI to NPCs makes them easy to talk with, talking by itself is a shallow interaction. Convincing NPCs to do things? That’s complex and far more difficult to implement. [creikey] realized the limitations large language models (LLMs) had and worked to overcome them to make a unique game experience.

The challenges boil down to figuring out how to drive meaningful interaction, aligning AI behavior with the gameplay context, and managing API costs. In his words, “it’s been a learning experience to figure out where [natural language AI] even belongs in a game, if it belongs at all.”

We’ve previously seen ChatGPT used to grant NPCs the ability to communicate naturally which is a fascinating tech demo, but gameplay-wise can boil down to being a complicated alternative to pressing a button. As [creikey] discovered, adding this technology into games in a way that feels meaningful takes a new kind of work.

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Hilarious Security Flaw In Counter Strike 2 Is Now Patched

Normally, when we talk about video games having bugs, it’s some kind of item duplication glitch or a hilarious failure in the jacket equip code of some tedious first-person-shooter online wardrobe simulator. Counter-Strike 2 has had a more embarrassing faux-pas, however, with a security hole allowing bad actors to theoretically capture the IPs of their fellow players in a server. You won’t believe how this came to happen.

The exploit has already been making its way around the forums, with one [Crouch9706] raising the alarm. It’s all down to the way Counter-Strike 2 renders the names that players have entered in their Steam gaming profiles. In certain menus and other parts of the UI, the game will actually parse HTML in a player’s name. Typically, the way to trigger it is to join a game and vote to kick yourself. This brings up a dialog for other players that shows them your player name and parses the HTML. The only limitation is you only get 32 characters for your HTML.

There’s a nifty little extra trick to this, though, in that you can use this technique to snag another player’s IP. By putting in HTML that links to your own server, you can log any player IPs that connect to the server seeking an image, for example.

Of course, it’s not the biggest risk, with many players being behind ISPs that use CGNAT, making the harvested IPs rather useless. However, this sort of unexpected code injection is really not acceptable from a security standpoint. At the very least, it has the potential to expose players to nasty imagery.

Word on the street (Nitter) is that the exploit has now been patched. Meanwhile, if you’re working on a game that for some mad reason, executes code based on player names or any other such data, consider patching your work ASAP. If you find similar exploits in the wild, don’t hesitate to hit up our tipsline—and notify the developers, too!

Game Graphics: Racing The Beam

Have you ever wondered how the graphics in your favorite video games worked? This is the start of a series on game graphics, and what better place to start than how exactly the original Mario Bros. got those glorious pixely pixels onto the screen. Buckle in, because we’re “racing the beam” with systems like the NES, Commodore 64, and many other classics from the 1980s.

And to understand the 1980’s, it’s important to understand how the televisions of the time worked. Cathode Ray Tube (CRT) televisions work by precisely bombarding a phosphor layer with electrons, which excites the phosphor, which then releases visible light. The beam scans from left to right then top to bottom, giving each pixel a small fraction of a second of time. All of this effectively means that pixel data needs be sent at the same time as when the pixels are being lit up, which is why this type of graphics is often dubbed “racing the beam”.

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Stadia Controller’s Two Extra Buttons Get Seen With WebHID

The Google Stadia game streaming service relied on a proprietary controller. It was a pretty neat piece of hardware that unfortunately looked destined for landfills when Google announced that Stadia would discontinue. Thankfully it’s possible to use them as normal gamepads, and related to that, [Thomas Steiner] has a developer blog post about how to talk to the Stadia controller via WebHID. Continue reading “Stadia Controller’s Two Extra Buttons Get Seen With WebHID”

With ChatGPT, Game NPCs Get A Lot More Interesting

Not only is AI-driven natural language processing a thing now, but you can even select from a number of different offerings, each optimized for different tasks. It took very little time for [Bloc] to mod a computer game to allow the player to converse naturally with non-player characters (NPCs) by hooking it into ChatGPT, a large language model AI optimized for conversational communication.

If you can look past the painfully-long loading times, even buying grain (7:36) gains a new layer of interactivity.

[Bloc] modified the game Mount & Blade II: Bannerlord to reject traditional dialogue trees and instead accept free-form text inputs, using ChatGPT on the back end to create more natural dialogue interactions with NPCs. This is a refinement of an earlier mod [Bloc] made and shared, so what you see in the video below is quite a bit more than a proof of concept. The NPCs communicate as though they are aware of surrounding events and conditions in the game world, are generally less forthcoming when talking to strangers, and the new system can interact with game mechanics and elements such as money, quests, and hirelings.

Starting around 1:08 into the video, [Bloc] talks to a peasant about some bandits harassing the community, and from there demonstrates hiring some locals and haggling over prices before heading out to deal with the bandits.

The downside is that ChatGPT is currently amazingly popular. As a result, [Bloc]’s mod is stuck using an overloaded service which means some painfully-long load times between each exchange. But if you can look past that, it’s a pretty fascinating demonstration of what’s possible by gluing two systems together with a mod and some clever coding.

Take a few minutes to check out the video, embedded below. And if you’re more of a tabletop gamer? Let us remind you that it might be fun to try replacing your DM with ChatGPT.

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A Primer For The Homebrew Game Boy Advance Scene

As video game systems pass into antiquity, some of them turn out to make excellent platforms for homebrew gaming. Not only does modern technology make it easier to interact with systems that are now comparatively underpowered and simpler, but the documentation available for older systems is often readily available as well, giving the community lots of options for exploration and creativity. The Game Boy Advance is becoming a popular platform for these sorts of independent game development, and this video shows exactly how you can get started too.

This tutorial starts with some explanation of how the GBA works. It offered developers several modes for the display, so this is the first choice a programmer must make when designing the game. From there it has a brief explanation of how to compile programs for the GBA and execute them, then it dives into actually writing the games themselves. There are a few examples that [3DSage] demonstrates here including examples for checking the operation of the code and hardware, some simple games, and also a detailed explanation the framebuffers and other hardware and software available when developing games for this console.

While the video is only 10 minutes long, we recommend watching it at three-quarters or half speed. It’s incredibly information-dense and anyone following along will likely need to pause several times. That being said, it’s an excellent primer for developing games for this platform and in general, especially since emulators are readily available so the original hardware isn’t needed. If you’d like to build something from an even more bygone era than the early 2000s, though, take a look at this tutorial for developing games on arcade cabinets.

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