This is a submission for the Hacktoberfest Open-Source AI Challenge Week 1: Touch Grass.
What I Built
I spend way too much time at my c...
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This is such a creative idea! I love how you used Gemma to turn everyday outdoor exploration into an interactive game. The creature collection is a great touch, and I especially like how the AI evaluates real-world photos to make each quest feel meaningful. The irony of building a game at your computer to encourage people to go outside makes it even better! Great work! π
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Thank you so much! π The irony was actually what inspired the whole idea, and I had a lot of fun figuring out how to make it work. I especially wanted the creature collection to give people a reason to keep going outside and finding new things. Glad you liked it!
I am very happy to meet you. I am currently living in Asia and looking for an American to collaborate with. If you are interested, perhaps we could work together and get to know each other better?
The part I find interesting is how you turn the model's output into something deterministic. Generating creature traits from a photo and then rendering them as SVG is a nice way to avoid another image-generation call, but it also makes the boundary between model output and rendering logic pretty important. I'd keep the traits schema-constrained and validate things like colors, dimensions, and shape parameters before rendering. That way, a slightly unexpected model response doesn't break the creature generator, and the same input can still produce a consistent result. Nice architectural choice keeping the creative part with Gemma and the actual rendering under your control.
I like the inversion here: the modelβs job is to make someone spend less time looking at a screen. Iβm curious about one edge case: when a player finds the right thing but Gemma rejects the photo, can they override the judge, or is retrying part of the game?
Thanks! Right now, retrying is part of the game. If Gemma rejects the photo, the player can try again rather than override the result. I kind of like that little bit of uncertainty because it makes it feel more game-like, but it also means I have to be careful not to make it frustrating when the player really did find the right thing.
An override or βclose enoughβ option could definitely be interesting later though to make it feel a little less strict.
Hello π can users customize the AIβs questβgeneration settings, ike difficulty level, theme, or prompt wordingβto tailor the outdoor challenges?
Not yet, at least not in a direct βdifficulty/theme/prompt wordingβ way. Right now the main customization is the context you give it, like park vs city, weather, season, time of day, and even a place name if you want, and Gemma builds the quest from that.
I do think more explicit controls would be fun though. Being able to make it easier, weirder, more specific, or more themed would be a really nice next step.
This was a long read, but so satisfying. What hackathons would you suggest to a newcomer who wants to break their fears and just build it?!
Thank you! π Iβd definitely recommend checking out the weekend challenges here on DEV! They werenβt my first hackathons, but theyβre a big part of what got me more involved and motivated to keep building and sharing things. Theyβre usually pretty approachable, and having a fun theme and a deadline gives you that little push to just make something.
Plus, the community here is genuinely supportive and friendly, which makes putting your work out there a lot less intimidating. Iβd say just jump into one, have fun with it, and donβt worry about making something perfect!
π thank you so much! I will just do that! <3
Good luck
Thanks!