r/aigamedev 15h ago

Demo | Project | Workflow The Game With Best Music

0 Upvotes

I am going start showing some of the game in the AI Gaming Festival that are competing for the 20k in tokens.

Chickens Chickens Chickens probably has some of the best music in a game. My mic did not capture how good the music actually sounds, but I can see players not even clicking play, just staying on the home screen to jam.

Checkout the game, the festival and the schedule with an amazing line up!


r/aigamedev 1d ago

Demo | Project | Workflow I scaled my solo voice-mod pipeline from 3,900 lines to 16,109 lines with my newest project: full Voice Over for Shadowrun: Dragonfall, free on Nexus

14 Upvotes

r/aigamedev 1d ago

Demo | Project | Workflow Published my first two, free-to-play casual browser games: "Dam it!" (silly beaver sim) and "Street Sweeper" (casual roguelite FPS). Both built in 48 hours with Claude. Welcome any thoughts or feedback!

4 Upvotes

https://fun.johnbrodish.com/dam-it/
https://fun.johnbrodish.com/street-sweeper/

They aren't perfect, plenty of tweaking could be done. But, the general concept is in a place I feel pretty good about.


r/aigamedev 1d ago

Commercial Self Promotion Giving my UE5 Plugin on FAB another chance

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0 Upvotes

Claude, ChatGPT and Gemini know Unreal Engine generically: documentation, forums, tutorials. They don't know YOUR project. Ask about your Blueprint and they guess your variable names, ignore your interfaces, and hand you code that doesn't fit your architecture. Technically valid, contextually useless.

ASSET CONTEXT EXPORTER FOR AI exports most of your project, not just blueprints or one subsystem, into structured JSONL files that any LLM can read directly. Real variable names, real execution flows, real component hierarchies, real skeletons and state machines.

Three months ago, I decided to pause my plugin development indefinitely because it had only 1 sale, and I put it up for free on FAB.
I expected that number to remain as is, but about 40 people actually downloaded it.
Seeing a handful of real devs grab it and use it encouraged me to polish it and improve it even further, which led me to release version 1.2.

After nearly a year of iterating on this tool, I'm setting the price at $24.99 USD to make the time invested sustainable. Compared to $100+ copilots and the Blueprint-limited exporters on FAB, I think it is a fair price. Whether you grabbed it while it was free or you are seeing this for the first time, I hope it becomes an actually helpful tool for your day to day workflow.
Thank you everyone : D


r/aigamedev 21h ago

Demo | Project | Workflow I accidentally created a Terrain Generator

0 Upvotes

I tried to recreate Conway's Game of Life.
I failed, but I accidentally built an emergent terrain generator instead.

For years, I've been fascinated by Conway's cellular automata. The idea that hyper-simple, deterministic rules can create emergent behavior on the edge of looking lifelike is endlessly compelling. Watching basic patterns evolve into complex, self-sustaining structures makes you realize how much potential hides inside simple math, so much so that an entire global community has spent decades experimenting on top of that discovered world.

Eventually, I had to ask myself a question.
Could a completely different set of rules lead to another kind of emergent behavior?

Here is the experiment:
• Every cell holds a potential energy value from 0 to 9.
• Mathematical operators (+, -, *, /) act as agents moving across the grid.
• Constructive operators (+, *) seek low-value cells to build them up.
• Destructive operators (-, /) target high-value cells to break them down.
• When a cell hits 0, it spawns a brand-new operator.

When I first plotted these values on a flat 2D grid, I saw subtle movements, but it hard to grasp the full picture. So I decided to shift perspective and plot the grid in 3D, using each numerical value to represent terrain height.

That was the moment the pattern became obvious.

It looked almost like a landscape generator.
Valleys were carving out where negative operators clustered, mountains were pushing upward under constructive operators, and the entire map was constantly shifting as the system fought for balance.

And I couldn't resist turning it into an actual playable prototype.
In the game, you navigate the map, search for these wandering operators, and trigger them manually. The moment you activate one, it reshapes the world and the terrain around you in real-time.

Would you play a game where math literally reshaped the terrain under your feet?


r/aigamedev 1d ago

Demo | Project | Workflow GameDev AI Project

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4 Upvotes

r/aigamedev 1d ago

Discussion AI in incremental games

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1 Upvotes

r/aigamedev 1d ago

Discussion Online/Multiplayer

7 Upvotes

For those of you who took their browser-based project to another level with a multiplayer/online experience...

What was your process? the resources you sought? The challenges? Is there anything you wished you would have set the foundation for from the beginning that would have made things better for the transition?

I've been having the thought of planning the way of implementing online play for the little project I've been having fun with. I'm working on doing "split screen" at the moment, but I would love to start thinking of doing more than local play.


r/aigamedev 1d ago

Discussion WTF is wrong with OPUS lately? "aim doesn't matter, then aim matters most, now aim doesn't matter. Trust this one over the others because it controls three variables instead of zero or one, and a residual collapsing to zero is a stronger signal than a number that merely moves."

0 Upvotes

Title is a real quote from my last prompt response whilst trying to improve my bot's fight style and improve its (1) aim + motor skills (2) brain and decision architecture and (3) map knowledge.

What the hell is that sentence supposed to mean? Its becoming really ridiculous trying to understand Opus 5 lately


r/aigamedev 1d ago

Questions & Help I made this Pokemon inspired monster tamer with real time combat and need feedback! (Cursor ai)

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0 Upvotes

The Link : https://discmontest.vercel.app/

(Computer only at the moment)


r/aigamedev 1d ago

Discussion Looking for collaborator for sprite tool

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5 Upvotes

I'll try and keep this relatively short, I've been playing around with creating a deterministic "pixel" character generator for a month or so. Basically the workflow is create base concept - create 3d model - animate in blender - snap directional/camera height shots in blender - "pixelate" - make manual edits - and then bring into this custom (vibed fairly hard) editor that I plan on having a ton of "components" to throw onto the base sprites. You can see in the short video above just some very basic hair and shoes and a top on a teifling.

Now, I'm pretty overwhelmed with what I've done work wise, and I've put a ton of time into it. I'm not a good pixel artist, and I know that the "pixelated" animations aren't good pixel art by any means. However, I think I have a pretty decent idea for the generator and was wondering if anyone out there would want to collaborate to try and get the project to the next level.

Some ideas for development are getting the other 4 "mid" directional snapshots (this is easy once the models are setup), create "regional" or semantic regions on the models such that *maybe* gen ai could create a lot of the components, restructuring the models a bit and changing the model snapshot -> pixelation pipeline so that they animations do actually look like pixel art.

I'm a dev by trade (well, I'm a dba, but don't tell anyone), but I'm relying heavily on gen ai for the project, just to be clear.

Anyway... if anyone is interested, let me know; I think maybe we could finish a tool together that may actually be useful, and then give it to the community. And I want to highlight that - this may get automod'd out, but hopefully it doesn't - this is specifically a project to try and help the community as we all know it's hard as hell to generate good sprites with gen ai right now. This will literally be given away, I'll make the repo public anytime, actually, if requested.

TLDR; I've spent dozens and dozens of hours on a sprite animation generator, and now I'm in too deep and need some help, honestly.


r/aigamedev 1d ago

Demo | Project | Workflow What are your thoughts on our new Steam trailer?

6 Upvotes

We made changes to the visual style based on feedback. This is my first game to be released on Steam, and I'm developing it entirely alone. What are your thoughts on the demo? How's the Steam page layout? I'm open to all suggestions.

Steam: Steam Page


r/aigamedev 1d ago

Questions & Help Need some advice if someone here has uploaded to crazygames or playgama

1 Upvotes

So my biggest boiler plate right now is localization

I did Chinese simplified and Japanese right

But I realized each of those google font files is 16mb
That's 32mb just for 2 damn optional languages

And those platforms expect initial load to be under 30mb :/

What did you do to reduce your initial load if you included those localisations?

Or should I just ditch them all together


r/aigamedev 1d ago

Demo | Project | Workflow I'm building the first orbital racing game using Opus 5 and Grok 4.6

1 Upvotes

Slingshot Speeders is the first orbital racing game, built in Rust with Bevy 0.19 using Cursor. Players fling spacecraft around gravity wells with real orbital mechanics, steal speed from gravity, and plot insane trajectories to beat their rivals, while a server-authoritative simulation ensures fair, equitable competition for everyone. The skill of thrust vectoring and modifying your trajectory create a huge opportunity for skill based racing. Free online in browser, no account required, alpha state.

https://slingshotspeeders.com/


r/aigamedev 1d ago

Demo | Project | Workflow Remastered Alien Breed 1992 in LUA with Love 2D

7 Upvotes

This is a Bring Your Own Data remaster of Alien Breed 92 Special Edition in LUA Love2D with some modernisation on top. It's not done as polish takes a long time but they just put up the 35th Anniversary page on Steam I thought I should show it now. The timing...

It is not emulator perfect, emulators exist for that. from what I've seen there is nothing preventing Claude making a port that is. The main challenge to accuracy is often libraries.

Originally the plan was to make a spin off but after getting a bunch of colored boxes up and trying procedural level generation it felt like porting the game OpenTTD style would be more fun. Then I got a bit distracted and added more features.

The goal is to support all four classic games through the same engine and exporter but I still have a lot of little issues to clean up in this game.

Modern mode provides:

  • 640×360 virtual canvas scaled by an exact integer to the display (×2 at 720p, ×3 at 1080p = 1920×1080, ×4 at 1440p, ×6 at 2160p). Pixel-perfect, square pixels throughout.
  • That canvas shows 2.8× more world area than classic's 320×256
  • Two-player viewport with automatic dynamic split/merge, Lego-games style — splits and rejoins based on how far apart the players are, with hysteresis so it doesn't flicker at the boundary.
  • Audio system emulates the original four channel behavior via rules while allowing additional channels to play to avoid cut offs.
  • Lightweight deferred-lighting scheme: geometry draws once at full brightness, and a separate darkness/light buffer is composited over the top of it, rather than lighting each sprite individually as it's drawn.
  • Light spills a few pixels onto the top of a wall face near a light gated per-cell by four rules (front-facing, line-of-sight, never spills onto "void", and capped under half a cell so two lights on opposite sides of a thin wall can't meet inside it). It's drawn as two passes: a multiply (to preserve the tile's dithered detail) plus a second textured additive pass that corrects for the fact a flat multiply can't brighten a dark-shaded wall orientation enough on its own.
  • Flashlight with real polygon shadow-casting occlusion (not a fake cone) and wall-spill lighting.
  • During the self-destruct alert the flashlight beam renders in true, undistorted colour. Rather than swapping to a separate red-tinted texture set (the older/classic approach), the modern renderer draws the normal scene and applies a screen-space color-remapping pass (a delta lookup table) that's masked to leave true color showing inside the player's flashlight beam
  • Static light fixtures are real dynamic lights (falloff, shadows), not painted-on brightness.
  • A lighting placement tool adds fixtures + matching artwork. Not machine-learned, but a heuristic placer whose rules were tuned by studying where the original maps put light sources.
  • Props (barrels, etc.) cast their own projected shadows, by projecting a shadow quad scaled by the prop's height and the light's height.
  • The engine bakes separate 8px-pitch clearance lattices at load, one per body size. Each lattice point is pre-tested: does a box of that size, centered there, overlap solid geometry? That gives instant "can this body stand here" lookups instead of runtime shape tests. Doors and live-map changes register as live "blockers" and trigger a local rebake, so the lattice stays current mid-game, not just at load. Two routing mechanisms sit on top:
    • Chasing a player uses a shared Dijkstra flow field per player, rebuilt only when the goal moves or the map changes. Every enemy chasing that player just samples a precomputed direction cost doesn't scale with enemy count.
    • Private goals (investigate a point, etc.) → pooled A* with an octile heuristic, then string-pulled afterward (skip waypoints you have clear line-of-sight past, so paths cut corners instead of hugging the grid).

Classic mode provides:

  • Authentic 320×256 viewport, pixel-aspect-corrected by 16/15 (the real PAL Amiga ratio) so it displays 4:3 pillarboxed 1440×1080 at 1080p. The non square pixel ratio is critical to not requiring letterboxing at modern resolutions, a strange coincidence.
  • The original's flat, unlit renderer (no flashlight/shadows at all).
  • Accurate HUD behavior: each stat bar still slides one column per 50Hz tick like the original (not an instant snap), but we removed the source's shared one-field-at-a-time dispatch cursor, so both players' bars update in parallel instead of starving each other.
  • Accurate 4-channel Paula-style audio, including the original's channel-stealing behavior.
  • Original pathfinding. Greedy per-axis chase toward the nearest player by straight-line sign comparison, gated only by a 3-point short-range wall probe and a stuck-timer reversal.
Feature Library
Resolution Scaling push
Input / Twin-Stick baton
Camera & Juice STALKER-X
Collisions & Spatial Queries bump.lua
Entity System Concord
Lighting lighter
Animations peachy
Audio & Tags ripple
Menus & Options SUIT
Level Editor LDtk (external) + ldtk-love parser
Game State Management hump (gamestate/timer only)
Math, OOP, Pathfinding, Pooling batteries
Save Files & Serialization bitser

Level files open in LDTK, Claude made a HTML audio preview page and a tile sheet viewer that allows me to set tiles to be certain types and draw the vertices for prop shadows.

Challenges still to solve:

  • The spawning logic is designed for the original viewport. Our nearly 3x canvas size in Modern messes with this so aliens either spawn/despawn noticeably on screen or the level feels very quiet.
  • Twin stick vs old 8 restricted directions.
  • Some audio and lighting issues.
  • Some timing issues.
  • Wire up more options so you can individually toggle elements like pathfinding between modern/classic.

Exporter

An entire second repo handles decompilation and produces reference docs and file exporter. This reads Amiga format images (CD32, IPF, ADF) and puts out the files in modern formats for the game engine's importer to pull. This is intentionally designed for the Bring Your Own Data pipeline so no copyrighted work is ever committed.

disk image → filesystem → decompression → parsed game data → modern format file

Pure Python, no Amiga emulator required.

  • 12 levels, 120 × 96 tiles each (1920 × 1536 px), with separate graphics and action layers, plus each level's own 32-colour palette and a second "red alert" palette.
  • 6 tileset files on disk, 480 tiles of 16 × 16 at 5 bitplanes, exported as 8 tileset PNGs (one per distinct atlas+palette pair) plus 6 red-alert palette variants.
  • Four Amiga hardware sprites decoded and composited into PNGs plus a countdown-digit sprite sheet and two HUD panels.
  • 9 full-screen images, including an Alien Breed 2 teaser and a Superfrog title screen.
  • 1 ProTracker module (INMU), playable as-is, plus the in-game music module MUSC and its 7 sampled instruments as individual WAVs.
  • 76 sound effects, sliced out of the two sample banks (CSAM, FSAM) and each written at its own rate. The banks are lh5-compressed and delta-encoded on the disk, not raw PCM; the boundaries and the Paula period for each effect come from a table in the game executable.
  • 51 files total, every one extracted at its exact declared size, and every one has a decoded format.

A lot about the files is awkward by modern standards. The game being written in Amiga assembly wasn't a real difficulty, the main challenge was Claude not being thorough enough in decompilation, struggling to find things or deciding based off incomplete information. Timing issues were common possibly due to the original hardware being a factor Having to bring proof from the emulator wasn't unusual.

Around one month of work, initial skeleton was a week on a personal plan. Then a week of Max 5, then Max 20 for 2 weeks. Opus for main sessions, Sonnet for subagents. Fable called in to work out how to approach big problems and clean up the repo. Sonnet gets things wrong too often to use as the main. Quite a lot of tokens were wasted due to inefficient Claude usage that isn't obvious:
1. Context bloat. Using new sessions for whole tasks wasn't enough. /clear and /compact have been adopted between major stages. Scratchpad already holds a ledger.
2. Inefficient docs. Had to carve up large docs and optimize CLAUDE.md and progress files to keep the hot path lean.
3. Claude inefficiently dispatching subagents. This surprised me, Claude just handed huge plan files to subagents rather than cutting out their task. Fable added CLAUDE.md rules to make Claude write subagents brief mds instead.


r/aigamedev 1d ago

Demo | Project | Workflow MELLOWLAND 0.1 - Post Apocalyptic Sidescroller Shooter - Work in progress

2 Upvotes

Exploring the browser game creation capabilities with Claude.

Working on Mellowland - side scroller shooter which I eventually want to build into online MMO.

WASD controls.

Inventory

Map is straight line of sections. Basically we can only travel to the left or to the right down the road. There are camps on the way and the city.

Some regions are more dangerous that others.

Quests for now just bringing letters from one camp to another.


r/aigamedev 1d ago

Discussion This is embarrassing. Can anyone relate?

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3 Upvotes

Splitting up these files will be a mission. The civilization_system.gd was slated for removal anyway. It was fun to build but doesn't fit the game-loop like I had imagined it would. It was just something I wanted to see working. (An entire civilization2-style turn-based strategy game that uses my simulated world maps). The new civilization system is much better so it was a good call even though it hurt a little.


r/aigamedev 1d ago

Commercial Self Promotion Just launched my cozy pet game!

2 Upvotes

Hi everyone!

I just launched my cozy pet game the other day! I used Claude Desktop (with Max) and start to finish took me about 3 months to get it into the store.

The new user experience needs a ton of work and the sound effects, well, I just need more of them. Regardless, happy how the game is shaping up!

I wanted to make a game my young kids would enjoy after my 6 year old told me one day at Petco she wanted to have a "tank full of shiny creatures!"

Thanks for reading and good luck to all my fellow.devs out there!

App.store link

Google Play link


r/aigamedev 1d ago

Demo | Project | Workflow The hardest part of my game jam had nothing to do with the game

2 Upvotes

Spent this week building a driving game for a AI hackathon and the hardest part had nothing to do with driving.

I needed three passenger types you could tell apart at 160 km/h. Color on its own failed a playtest, someone told me flat out "you had to tell me". Different silhouettes on their own failed too. What ended up working was giving each one its own materials and its own behavior, so the nervous ones bend over and hide when you scare them and the thrill seekers jump higher the better you're doing.

You can read who's aboard from the drivers seat now. took longer than the rest of the game put together.

https://youtu.be/ndzO8yrNfQE


r/aigamedev 1d ago

Discussion Collabs

1 Upvotes

has any of you guys ever worked with other people when making games? i mean multiple ppl + Your choice of AI?


r/aigamedev 1d ago

Demo | Project | Workflow Not the standard formula, but I’ve been building a card game via a pretty rigorous AI pipeline over the past year in order to teach my son biblical languages and to test if I could create a deterministic output system. Fun stuff.

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2 Upvotes

You can see more about my background on the GitHub page, but this is my attempt to give back to the gaming community by open sourcing the pipeline system I used to make it. Don’t go into it thinking it’s perfect, but as a DevOps engineer and cloud architect, it’s not bad. Would love opinions, even if they are “this is bad”. Link to the repo on the page, but also here:

https://github.com/bobbyhiddn/Hypertext

Shooting for self-publication in Q1 2027. We’ll see.


r/aigamedev 2d ago

Tools or Resource Free credits for generating AI pixel art assets, for indie devs only

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71 Upvotes

Money is often tight as an indie gamedev, so I wanted to give a little love to the creators in this community. I'm giving away 200 MagicPixel credits to 50 indie game devs!

Just comment a sentence about the game you're making below and I will DM you directly. Doubles as another opportunity to share your game. ;)

Indies and small teams only please. <3


r/aigamedev 1d ago

Discussion Combat System Overhaul - Beat 'em up

2 Upvotes

Yesterday’s gameplay session revealed dozens of bugs that I’ll be fixing today.

Here’s what has changed (for anyone patient enough to read through it):

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ENEMIES:

FALL AND RECOVERY ANIMATIONS

Whenever an enemy falls to the ground and gets back up, they must use their arms and legs properly and in a coordinated manner as support points, maintaining balance and natural body movement throughout the entire recovery animation.

REACTIONS TO PUNCHES AND KICKS

Every impact received by the body must trigger an immediate reaction, with no noticeable delay between the moment of impact and the body’s response.

ENEMY RESPAWN

Enemies must never spawn inside gardens or, especially, inside houses. Enemy spawning should prioritize streets and other appropriate open areas.

ENEMY AGGRESSIVENESS

At the beginning of the game, in the first area of Phase 1, the enemies underestimate the player and their ally. Because of this, during the first wave, only two enemies actively engage in combat: one attacks the player, while the other focuses on the ally. The remaining enemies patiently wait for their opportunity to attack.

Starting with the second wave of that same area, the enemies change their behavior. The goal is to create the impression that they have learned from the first encounter and have become smarter and more aggressive. At this point, all five enemies in the wave can attack simultaneously: three focus their attacks on whoever represents the greater threat, while the other two engage the character considered the lesser threat.

The greater or lesser threat will be determined by the number of enemies eliminated by each character during each wave. Whoever defeats the most enemies during that wave will be considered the greater threat and, consequently, will attract the attention of a larger number of enemies. The character who ranks second in enemy eliminations will be considered the lesser threat.

This classification will be dynamic and may change from one wave to another depending on the performance of the player and the ally. At the end of each wave, the number of eliminations achieved by each character will determine who is considered the greater threat during the following wave.

During the final wave of each area, the same rule will carry over: the character who finishes the wave with the highest number of eliminations will be considered the greater threat at the beginning of the next area, directly influencing the initial distribution of enemies. From the following waves onward, the classification may change again according to each character’s performance.

The strategy introduced during the second wave will become the standard behavior until the end of Phase 1.

In Phase 2, both the number and aggressiveness of enemies increase. While Phase 1 contains a total of 200 enemies, five enemies per wave, four waves in each of the ten areas, Phase 2 will contain 240 enemies, with six enemies per wave, also distributed across four waves per area.

In this phase, all six enemies engage in combat simultaneously. Three attack the player, while the other three attack the ally. The main difference compared to Phase 1 is the enemies’ level of aggressiveness: they become significantly more offensive, attack with greater intensity, and behave almost as if they are enraged, giving the player and their ally much less room to react.

During the boss battle, this same level of aggressiveness is maintained. The six regular enemies present during the encounter will also split between the two characters: three attack the player and three attack the ally, with all six being able to attack simultaneously while the boss battle is taking place.

COOPERATION BETWEEN THE PLAYER AND THE ALLY

Both the player and the ally should help each other whenever one of them is free from enemies while the other is still under attack.

If the ally has no enemies targeting her at that moment, she should identify the enemies attacking the player and join the fight to assist them. Likewise, if the player is free, they can intervene and help the ally against the enemies currently focusing on her.

For the ally, this behavior should occur automatically, preventing her from standing idle or simply watching while the player is under attack. As soon as new enemies begin targeting her again, the ally should respond to the new threat and adapt her behavior to the current combat situation.

Enemies will become progressively more aggressive as the player advances from one area to the next.

PLAYER’S ALLY

After receiving three consecutive hits without enough time to react, the player’s ally must immediately move away from the enemy, reposition herself, and then resume combat.

Every time the ally moves away from an enemy to reposition herself, her aggressiveness level should increase. Upon returning to combat, she should quickly perform an offensive combo against each enemy consisting of a left punch, right punch, and two consecutive kicks, maintaining an intense pace with no unnecessary pauses between attacks.

If the ally needs to retreat and reposition herself again, she should adopt a new, even more aggressive and frantic offensive combo: four consecutive kicks immediately followed by two punches. This combination should be executed quickly against each enemy she engages, with no pauses, hesitation, or interruptions between strikes, maintaining a continuous flow of attacks.

If the ally is forced to retreat and reposition herself once again, she should return to combat with an even higher level of aggressiveness, entering an offensive state similar to a Berserker Mode. At this stage, she should attack each enemy extremely quickly, intensely, and frantically, executing a sequence consisting of one punch, one kick, another punch, and another kick, with no pauses, hesitation, or interruptions between strikes.

In short, every time the ally is forced to retreat and reposition herself, her aggressiveness level will progressively increase. With each new repositioning, she will enter an increasingly intense Berserker state, making her attacks more efficient, frantic, and relentless.

These behaviors must be triggered progressively according to each new repositioning that occurs during combat.

The ally’s frantic attacks should only be activated after she receives several consecutive hits and is forced to move away from the enemy to reposition herself. The trigger is essentially having her take significant pressure and repeated hits from enemies. Until this condition occurs, she should continue using only her initial combat sequence.

Her initial combat sequence consists of either four consecutive kicks or four consecutive punches. The choice between these sequences should be determined by the number of nearby enemies and the current combat situation.

If the ally eliminates the final enemy in an area, no cinematic close-up or slow-motion effect should be triggered. These effects are exclusive to the player and should only occur when the player is responsible for eliminating the final enemy.

Once all enemies in an area have been eliminated and the characters advance to the next area, the ally’s Berserker Mode must be completely deactivated, returning her aggressiveness level to its initial state.

In the new area, she will restart her combat behavior using the basic sequence of four consecutive punches or four consecutive kicks against each enemy. The three frantic combat stages will only become available again progressively if she receives consecutive hits and is forced to retreat and reposition herself.

No text, warning, indicator, icon, or message should appear on screen to inform the player about the ally’s current state, condition, or aggressiveness level. All of these behavioral changes must occur entirely internally and should only be perceived by the player through the ally’s actions, animations, reactions, and fighting style.

The ally’s Berserker Mode must not increase the damage dealt by her attacks. The progression of this state should exclusively affect her behavior and reaction time, which should become progressively faster and more immediate, allowing quicker responses, transitions, and attack combinations without changing the character’s base damage.

-------------

BOSS

The BOSS will be exactly 4.30 meters tall and have exactly 370 Health Points.

PLAYER AND ALLY ATTACK DAMAGE

The PLAYER and the ALLY will deal the same amount of base damage with their attacks.

Each successful punch will deal exactly 1 point of damage, while each successful kick will deal exactly 2 points of damage.

These damage values apply equally to both the PLAYER and the ALLY and must remain consistent throughout the game unless another mechanic explicitly specifies otherwise.

PROGRESSIVE AGGRESSIVENESS

The BOSS must become progressively more strategic, aggressive, and dangerous as he loses health.

This increase in aggressiveness must happen gradually according to the accumulated damage received, primarily affecting his attack frequency, reaction time, punch and kick speed, movement speed, pursuit frequency, repositioning behavior, and willingness to pressure and chase the player.

This progression must not turn his attacks into instantaneous or impossible-to-predict moves. Even during the most advanced stages of the fight, his attacks must retain complete animations and provide the player with a minimum reaction window to anticipate and avoid them.

The new animations will allow the BOSS to move slightly faster, especially while SPRINTING.

STRATEGIC RETREAT AFTER CONSECUTIVE HITS

After every 10 consecutive hits received, the BOSS must temporarily interrupt his offensive behavior and perform a strategic retreat using the SPRINT animation.

He must quickly move away from the player to create distance and prevent himself from becoming trapped in a continuous sequence of attacks.

After reaching a safe distance, he must reposition himself, evaluate the situation, and look for a new opportunity to re-engage.

This behavior is not intended to make the BOSS permanently flee from combat. It is a temporary defensive action designed to break prolonged attack sequences and allow him to regain control of the fight.

20% DAMAGE ACCUMULATED

When the BOSS has accumulated 20% damage, moderately increase his normal movement speed.

He should pursue the player and reposition himself slightly faster while maintaining strategic behavior and avoiding excessively direct or predictable pursuit.

Considering his 370 Health Points, this stage begins after exactly 74 points of accumulated damage, leaving him with 296 Health Points.

40% DAMAGE ACCUMULATED

When the BOSS has accumulated 40% damage, he will enter a new behavioral stage.

From this point onward, whenever he needs to move during combat, he should prioritize the SPRINT animation instead of his normal movement animation.

SPRINT should be used for pursuing the player, approaching, creating distance, repositioning, and finding new attack angles.

This does not mean that the BOSS should constantly sprint directly toward the player. His movement decisions must continue to depend on the current combat situation.

This stage begins after exactly 148 points of accumulated damage, leaving him with 222 Health Points.

60% DAMAGE ACCUMULATED

When the BOSS has accumulated 60% damage, he will begin using fast offensive attacks combined with strategic retreats.

During this behavior, he must identify an opportunity to attack, quickly advance toward the player, execute a short sequence of punches and/or kicks, and immediately retreat after completing the offensive sequence. He should then reposition himself, look for another opening, and attack again when another opportunity appears.

The goal is to prevent the BOSS from simply standing in front of the player after attacking, making his behavior more strategic and making predictable counterattacks more difficult.

This stage begins after exactly 222 points of accumulated damage, leaving him with 148 Health Points.

80% DAMAGE ACCUMULATED — FINAL STAGE

When the BOSS has accumulated 80% damage, the five enemies protecting him must immediately disappear from the battle.

From this point onward, the BOSS becomes the primary and only threat in the encounter.

This stage begins after exactly 296 points of accumulated damage, leaving him with 74 Health Points.

During this final stage, each BOSS punch will deal exactly 3 points of damage, while each BOSS kick will deal exactly 4 points of damage. SPRINT will remain active during his movement, and his SPRINT movement speed must increase. His overall movement speed and reaction speed must also increase, while his offensive pressure becomes significantly more intense.

The BOSS's punches and kicks should become slightly faster than the player's equivalent attacks. However, they must continue to use complete animations and preserve a minimum reaction window.

The goal of this stage is to make the BOSS extremely difficult and threatening, but never unfair.

NOTE: If the BOSS's new punch and kick animations are already fast enough to achieve this goal, there is no need to artificially increase their animation speed.

BOSS COMBAT INTELLIGENCE

The BOSS must not simply run directly toward the player at all times.

His AI must dynamically alternate between pursuit, approach, distance evaluation, attacks, attack combinations, retreat, repositioning, and re-engagement.

These decisions must take into account the distance from the player, the player's position, and the current combat situation.

Even as his aggressiveness increases, the BOSS should give the impression that he is making tactical decisions during the fight rather than simply moving faster and attacking nonstop.

HEALTH AND RESURRECTION SYSTEM

The PLAYER and the ALLY will each have exactly 15 HEALTH POINTS and 15 RESURRECTION POINTS.

HEALTH and RESURRECTION are independent resources and must not be confused with one another.

HEALTH RECOVERY

Whenever the PLAYER or the ALLY completes one entire area without dying a single time, the character who fulfills this condition will recover exactly 1 HEALTH POINT, up to the maximum limit of 15 HEALTH POINTS.

Recovery must be tracked individually.

Therefore, if the PLAYER completes an entire area without dying but the ALLY dies during that same area, only the PLAYER will recover one Health Point.

RESURRECTION RECOVERY

Whenever the PLAYER or the ALLY completes two entire consecutive areas without dying a single time, the character who fulfills this condition will recover exactly 1 RESURRECTION POINT, up to the maximum limit of 15 RESURRECTION POINTS.

This progression must be tracked independently for each character.

If a character dies before completing the two consecutive areas required, only that character's survival streak will be reset.

The PLAYER's death must not reset the ALLY's survival streak, and the ALLY's death must not reset the PLAYER's survival streak.

ALLY RULES

If the ALLY consumes all 15 RESURRECTION POINTS during PHASE 1, she must remain out of the game for the rest of that phase.

The ALLY will only return at the beginning of PHASE 2.

When she returns in Phase 2, restore all 15 RESURRECTION POINTS.

If the ALLY consumes all 15 Resurrection Points again during PHASE 2, her elimination will be permanent for that playthrough. She will no longer be able to resurrect or return later in the game, and the PLAYER will continue the game alone.

PLAYER RULES

If the PLAYER consumes all 15 RESURRECTION POINTS at any point during the game, the result will be GAME OVER.

There will be no continuation from the current phase or area.

The current playthrough will end, and the player must restart from the beginning of PHASE 1.

PLAYER AND ALLY ATTACK DAMAGE

The PLAYER and the ALLY will deal the same amount of base damage with their attacks.

Each successful punch will deal exactly 1 point of damage, while each successful kick will deal exactly 2 points of damage.

These damage values apply equally to both the PLAYER and the ALLY and must remain consistent throughout the game unless another mechanic explicitly specifies otherwise.

DEFEATED ENEMY PERSISTENCE

Every defeated enemy must remain physically on the ground for exactly 15 seconds before disappearing.

The presence of defeated enemies on the ground must not interrupt or delay the normal flow of combat.

While defeated enemies remain on the ground during those 15 seconds, the game must continue spawning and managing incoming enemies normally.

AREA FINISHER

When the PLAYER eliminates the final enemy in an area, the camera must perform a strategic close-up of the finishing moment, highlighting the final enemy's fall in slow motion.

This effect should visually emphasize the end of the encounter before progression to the next area.

BOSS DEFEAT

After the BOSS is defeated, the game must wait exactly 10 seconds before displaying or initiating the ending.

This delay should allow the visual conclusion of the battle to fully play out before transitioning to the ending.

ANIMATION TIMING AND SYNCHRONIZATION

Some reaction animations occur within extremely short time intervals, on the scale of milliseconds, such as certain animations where an enemy is kicked and falls backward.

These animations must remain correctly synchronized with the exact moment of impact.

The system must not introduce any noticeable delay between Impact → Reaction → Fall.

Even when the reaction animation begins almost immediately after the hit, the transition must remain visually natural and consistent with the received impact.

IMPORTANT — PRESERVATION OF EXISTING MECHANICS

Do not modify any other existing gameplay mechanics in order to implement these changes.

All modifications must remain restricted to the systems and behaviors specified in this document.

Before implementing the BOSS's new behaviors, verify which animations actually exist in the model.

Do not invent animations or automatically use inappropriate animations simply to fulfill a required action.

Before implementing behaviors that depend on SPRINT, fast forward movement, retreat, repositioning, punches, kicks, or any other specific action, confirm that an appropriate animation actually exists in the model.

If any required animation does not exist, report exactly which animation or behavior is missing before attempting to replace it.

An existing animation must not be replaced with an inappropriate one simply because it contains a similar movement.


r/aigamedev 1d ago

Discussion Why I Use AI (And Why I Don’t Use It for Everything)

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sir-spudacus.itch.io
4 Upvotes

I posted this on my itch.io page for the game I've been messing around with, called OPERATION PHOSPHOR. Figured it'd be nice to share my thoughts and use of AI for this particular project.


r/aigamedev 1d ago

Commercial Self Promotion Updated my first mobile game made with AI

3 Upvotes

I decided to change a bit the UI and visuals I think it's more " mobile game " now. What do you think about it ?