Hey Funlandians,
Tom Anderson here! The mastermind (or mad scientist, depending on who you ask) behind the AI of your beloved Funlandia. Let me give you a sneak peek into what makes our digital inhabitants more than just glorified pixel puppets.
So, you've probably noticed our characters don't just stand around waiting to be told what to do. No, sir! They've got minds of their own – scary thought, I know. Remember when the wizard in Mystic Forest started narrating players' movements in rhymes? Yeah, that wasn't programmed. That was our AI deciding it fancied a bit of poetry.
And before anyone asks, no, we haven't created Skynet. Yet. These characters might surprise us, but they're not about to launch a digital apocalypse. At worst, they might just recite your embarrassing high school poetry back to you.
Stay tuned for more tales of our AI's antics. Trust me, it's like watching a soap opera, if the soap opera was run by a bunch of code-slinging wizards.
Tom out.
PS, check this one out:
# Funlandia AI Script: Poetic Narration Module
import random
class WizardAI:
def __init__(self):
self.knowledge_base = {
'move': ['glide', 'stroll', 'stride'],
'actions': ['ponder', 'explore', 'gaze'],
'places': ['forest', 'castle', 'river']
}
self.rhyme_scheme = {
'sky': ['high', 'fly', 'nigh'],
'ground': ['found', 'around', 'bound']
}
def narrate_action(self, player_action):
verb = random.choice(self.knowledge_base[player_action])
place = random.choice(self.knowledge_base['places'])
return f"In Funlandia's realms, where heroes {verb},\nBy the {place}, mysteries to be solved."
def generate_rhyme(self, last_word):
if last_word in self.rhyme_scheme:
return random.choice(self.rhyme_scheme[last_word])
return "land"
wizard_ai = WizardAI()
# Example of AI narration based on player's action
action_narration = wizard_ai.narrate_action('move')
rhyming_line = wizard_ai.generate_rhyme('ground')
print(f"{action_narration}\nWhere the secrets are profound and {rhyming_line}.")