Hey everyone! Big development update this week with some major improvements across multiple projects. I’ve been working on unifying systems and enhancing AI integration, so let me break down what’s been happening.
Wolf Strike and Space Dog Unification
First up, I made significant progress on Wolf Strike, my Soviet-style helicopter strike game. Even though it runs on a different branch of the Space Dog engine, I managed to unify the core communication systems between both games.

The big win here was improving and unifying the Comms Director and Comms UI script files. Now both Wolf Strike and Space Dog use the exact same communication scripts, which means any improvement I make to one automatically benefits the other. The cool part is that the system is structured well enough that each game can maintain its own unique UI style – Wolf Strike keeps its Soviet green aesthetic while Space Dog maintains its blue interface.

This unification also brought some cool improvements to the Space Dog Rogue Squadron Star Wars demo. The characters speaking over comms radio now have proper radio effects applied to their voices – just like Call of Duty where distant characters sound like they’re coming through a radio, but when you’re close to them, you hear clear AI voice acting.
Anarchy Arcade AI Integration Overhaul
The really exciting stuff happened with Anarchy Arcade’s AI systems. I integrated the “schmo time” features directly into the quest system, which is a game-changer for immersion.

Now the system reads TTS dialogue using ElevenLabs voices instead of the old TTS, and more importantly, all quest activities get logged into the chat history. This means you can talk to the AI chatbots between quests and they’re completely aware of what you’re doing, what was just said, and by whom. There’s even a narrator voice that fills in action gaps with descriptions like “he puts the dollar into the soda machine.”
Computer Vision Upgrades
The computer vision capabilities got a major boost. Every time the chatbots speak, they now get an updated snapshot of whatever’s displayed on screen.

This creates some really cool scenarios. If you’re watching a retro movie in infinite story mode, the AI will comment on what’s happening as the movie plays, discussing scenes and predicting what comes next since they know these classic films well. Even cooler – if you’re playing a game like Crash Bandicoot or Mario, the AI watches you play and knows what level you’re on, how many stars you have, and how much time is left on the clock.
Enhanced Context Awareness
The chatbots now have much better contextual awareness. They automatically detect when you change worlds, who’s standing nearby, and can continue conversations without any manual guidance.

You can change maps and just click continue story, and the AI will mention the new environment, discuss what they see, talk about new people they’re meeting, and even reference people who are no longer present from previous areas.
Smarter Tool Usage
I also improved how the AI uses its tools. The system now tracks when tools were used and what information was gathered, making much smarter decisions about when to request data.

For example, it knows it doesn’t need to scan all world objects repeatedly since they don’t change much, and it already gets live feeds of nearby objects and what you’re looking at. It also has better understanding of media controls, so it won’t constantly switch between different media sources.
Coming Soon
I’m planning to get the newest versions of both Wolf Strike and the Space Dog demo up on smsithlord.com soon. Wolf Strike isn’t quite ready for full release, but it’s getting close. I just need to clean up some test assets from Space Dog (like the Grand Canyon terrain test I was working on for Rogue Squadron-style levels) to keep download sizes reasonable.
Hoping to get both demos live sometime this year, maybe next week if everything goes smoothly. Stay tuned!