<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: frostbyrne</title><link>https://news.ycombinator.com/user?id=frostbyrne</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sat, 04 Jul 2026 11:02:50 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=frostbyrne" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by frostbyrne in "Ask HN: What are you working on? (May 2026)"]]></title><description><![CDATA[
<p>I agree, there is no way to perfectly capture a real table with your friends. This is more an alternative for when life gets in the way of meeting every week.<p>I think a lot of those attempts you mentioned try and brute force the problem or trust the AI too much on what to generate.<p>A lot of the same problems that AI coding agents run into also apply to this problem. You have to really manage context (avoid sending a novel at the model) and enforce strict rules in the "engine". The hard part is world building that is consistent without railroading the player and forcing specific paths. I have an agent (for lack of a better term) that manages arcs across each tier. World arcs (nations, factions), player character arcs, NPC arcs, individual scene arcs, and location arcs (towns, cities, dungeons, etc). By prompting all of these as tight, individual arcs with flavor and context peppered in as needed, you end up with stuff that is more compelling. It has to be loose enough that you don't railroad the player. When you decline that NPC's quest, down the road that might have changed the overall arc for a town in a meaningful way.<p>I won't pretend that I've perfected anything but I have definitely noticed a spark in its writing and world building that I personally have really enjoyed.</p>
]]></description><pubDate>Sun, 10 May 2026 20:49:55 +0000</pubDate><link>https://news.ycombinator.com/item?id=48087848</link><dc:creator>frostbyrne</dc:creator><comments>https://news.ycombinator.com/item?id=48087848</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48087848</guid></item><item><title><![CDATA[New comment by frostbyrne in "Ask HN: What Are You Working On? (May 2026)"]]></title><description><![CDATA[
<p>Yes! I am doing a lot of this where it won't break the illusion. Not everyone needs a unique innkeeper generated in every town, but I want to avoid that "Officer Jenny" effect like in Pokemon where she looks the same in every town they visit.<p>I have a private vs public flag for assets that I'm considering more unique or sensitive, at the AI GM's discretion. I'm using embeddings from there to try and parse if an asset already exists in the public pool or not, and reuse it if possible. The thinking is that eventually I will have pretty decent asset coverage on most standard campaigns. I can't account for people going way off book though.<p>I have an asset pipeline that tries to determine player intent and pre-generate assets before they're needed. That way we can attempt to hide the "load screens" like retro games did with elevators. I have a kind of sliding scale for player coherency, and if the player has too many "misses" on the pre-generation pipeline it will increase its requirements for when it starts generating.<p>I may have wildly over-engineered this but I love it. =)</p>
]]></description><pubDate>Sun, 10 May 2026 18:24:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=48086445</link><dc:creator>frostbyrne</dc:creator><comments>https://news.ycombinator.com/item?id=48086445</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48086445</guid></item><item><title><![CDATA[New comment by frostbyrne in "Ask HN: What are you working on? (May 2026)"]]></title><description><![CDATA[
<p>Greetings!<p>I've been working on something in the vein of a indie game for a little over a year now. It has been a passion project, but I'm starting to come around on showing it to people.<p>I am a big fan of Telltale style narrative games. I think Baldur's Gate 3 was the biggest revelation of this for me. Taking that branching dialogue and freedom of choice, and tacking it on to a fun combat system was just everything.<p>When text based GTRPGs started popping up, I found it hard to connect with them stylistically. I found that I needed the multimodal stimulus of visuals and audio. This led me to start building something, and it ended up being somewhat of a cross between a Telltale game, a Visual novel, and a TTRPG.<p>Orpheus (<a href="https://orpheus.gg" rel="nofollow">https://orpheus.gg</a>) is a fully on-the-fly generated tabletop simulator, with graphics, audio (TTS), and the freedom you can usually only find at a real TTRPG table. That means you can play a sci-fi, fantasy, or even a modern setting in your campaign. The assets are made for you as needed. It runs in your browser so nothing to install or tinker with.<p>Getting the harness right so the AI GM can stay coherent and organized has been the biggest challenge. It took a lot of iterations to get it to a point where it could understand the scenes it was building as the player changed them.<p>I've built it to be played with either a keyboard or a gamepad so you can play from your couch. You can switch between them as you feel like it. There is a 3D tabletop for combat, full character sheets, dice rolling, lore tracking. I want it to be dense.<p>Mostly, I’m looking for people who want to try it, break it, and tell me what feels magical, confusing, boring, or broken. My biggest roadblock currently is that asset generation is relatively expensive. I'm currently mulling over whether a playtest would allow for a BYOK setup so people could try playing as much as they'd like, or if I should add turn limits.<p>You can join the playtest waitlist at <a href="https://orpheus.gg/" rel="nofollow">https://orpheus.gg/</a> -- and I just setup a discord (<a href="https://discord.gg/pychWyzf" rel="nofollow">https://discord.gg/pychWyzf</a>) that I will use for early playtests. (Just me right now! Come hang out!)</p>
]]></description><pubDate>Sun, 10 May 2026 17:36:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=48086017</link><dc:creator>frostbyrne</dc:creator><comments>https://news.ycombinator.com/item?id=48086017</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48086017</guid></item><item><title><![CDATA[New comment by frostbyrne in "Ask HN: What Are You Working On? (April 2026)"]]></title><description><![CDATA[
<p>Greetings!<p>I've been working on something in the vein of GTRPGs for a little over a year now. It has been a passion project, but I'm starting to come around on showing it to people.<p>I am a big fan of Telltale style narrative games. I think Baldur's Gate 3 was the biggest revelation of this for me. Taking that branching dialogue and freedom of choice, and tacking it on to a fun combat system was just everything.<p>When text based GTRPGs started popping up, I found it hard to connect with them stylistically. I found that I needed the multimodal stimulus of visuals and audio. This led me to start building something, and it ended up being somewhat of a cross between a Telltale game, a Visual novel, and a TTRPG.<p>Orpheus (<a href="https://orpheus.gg" rel="nofollow">https://orpheus.gg</a>) is a fully on-the-fly generated tabletop simulator, with graphics, audio (TTS), and the freedom you can usually only find at a real TTRPG table. That means you can play a sci-fi, fantasy, or even a modern setting in your campaign. The assets are made for you as needed.<p>Getting the harness right so the AI GM can stay coherent and organized has been the biggest challenge. It took a lot of iterations to get it to a point where it could understand the scenes it was building as the player changed them.<p>I've built it to be played with either a keyboard or a gamepad so you can play from your couch. You can switch between them as you feel like it. There is a 3D tabletop for combat, full character sheets, dice rolling, lore tracking. I want it to be dense.</p>
]]></description><pubDate>Mon, 13 Apr 2026 11:59:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=47750760</link><dc:creator>frostbyrne</dc:creator><comments>https://news.ycombinator.com/item?id=47750760</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47750760</guid></item><item><title><![CDATA[New comment by frostbyrne in "Ask HN: Should I put my startup on my resume?"]]></title><description><![CDATA[
<p>I don't have anything to add on the resume point, but I'm curious if you'd be comfortable sharing the app name? It sounds like something I would use.</p>
]]></description><pubDate>Thu, 12 Sep 2024 16:11:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=41522438</link><dc:creator>frostbyrne</dc:creator><comments>https://news.ycombinator.com/item?id=41522438</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41522438</guid></item></channel></rss>