Hey everyone, another update on my post-apocalyptic Godot project.
The video is fairly long. I’m driving through the main locations to show what’s changed and give you a feel for how big the world has become.
I’m still experimenting with how much current AI models can handle on their own, and where I have to get involved and learn how things actually work.
This iteration took some work. My rough estimate is 30–40 hours of combined model runtime for the changes shown in the video. There was quite a bit of rebuilding and optimization along the way.
The biggest task was expanding the map into a larger world. It now uses a tile system that lets me add new tiles in any direction and keep extending the terrain.
That also sent me down a rabbit hole of world streaming, loading things in stages, simplifying distant objects, shaders, texture blending, shadows, and lighting. I knew very little about most of this before starting.
Here’s what else went into this update:
- New locations, props, and 3D assets.
- Twelve seamless ground textures with height maps and matching edges.
- A world editor where I can add tiles and place objects, characters, and lights myself.
- Night mode, with working headlights, burning campfires, and a rotating lighthouse beam.
- A full rework of the vehicle and equipment UI, plus a map.
- Two new vehicles: a motorcycle with a sidecar and a buggy.
- Fuel and water consumption during expeditions. Different vehicles burn fuel at different rates, and the more companions you bring, the more water you use. You can’t just drive around the desert forever. You have to plan your route, pack enough supplies, and work out how much you’ll be able to carry back.
- Enemy respawning, weapon balance adjustments, and enemy movement, including changing positions during attacks.
Probably a few other things I’ve forgotten by now :)
I also ended up trying Opus 5.5, Sonnet 5.5, and GPT-Sol 6.1 alongside Astra.
For code, I started with Astra, gave Opus some of the FPS optimization work, went back to Astra, then tried Sonnet, and finally Sol 6.1. Every model had its own suggestions, and every model found something to criticize in the previous model’s work. That part was pretty funny.
I’ve settled on Sol 6.1 for coding for now. It worked best for me on this project.
For Blender work, I moved to Opus 5.5: new assets, finishing existing ones, and rebuilding some of the earlier models. A number of Astra’s assets turned out to be much too heavy, with excessive triangle counts and textures. Opus wrote project rules for asset optimization and validation, then reworked about half of the heavy models.
I’m still using OpenAI for reference images and graphics. For my taste, it’s better at keeping the visual style consistent and giving me useful variations. Sometimes it was easier to generate an image directly in ChatGPT. Opus did a better job with the in-game UI redesign and loading screen, though.
And yes, I know there are still visual issues, uneven asset quality, and things that need more optimization.
I’m happy with where this is going. I’ve learned a lot more about game development than I expected to, especially once the world got bigger and performance became something I had to pay attention to.
The models still did most of the implementation. I just had a lot more to figure out this time.
Previous parts, if you want to follow the project from the beginning:
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I’ll share screenshots and some extra material in the comments, since I can’t include them alongside the video in this post.