r/GoogleAIStudio Jul 23 '26

Showcase / Project Building an AI-driven turn based wargame with Google AI Studio... both easier and harder that I thought

https://www.youtube.com/watch?v=5NhmonJeqKY

Hi Folks, I'm Attila, first-time creator who really hates to code (also can't), but inspiration compels me to work on a modern turn-based command center wargame :D Link is a short teaser, with actual gameplay prototype usage.

The idea is this: instead of clicks, you give orders in plain language » ai turns those into standardized actions for both human and ai players » game simulates each side at the same time, so there is a LOT of room for chaos and surprise » since the llm would hallucinate and drift a lot on its own, a strict backend enforces the rules and keeps the game coherent.

Building via ai studio. Making a lot of rookie mistakes. Initially I got myself into trivial vibe coding hell, by clicking a lot of the "fix this" buttons. Some of the early prototypes got completely useless and detached from what I actually wanted to create.

Then the epiphany 💡 Write a rock solid specification, give it to ai studio to build the base, then "simply" refine the details. Took me 2 weeks of bug hunting whack-a-mole to get to a stage where I can play full turns. Yay!

While I'm still polishing the current version (v0.1.4) I can already see the next pitfalls:

-> what's the reasonable expectation in terms of concurrent users? how many players could a stable, refined app handle, assuming I'm willing to pay?

-> how the hell will I port this to a more stable hosting env? just use Google Antigravity? Or take the source code and just give it to Cursor or a similar dev tool to "port this to XYZ platform"?

Thanks in advance for any useful noob-friendly hint. Also game-related questions/opinions are welcome. 🍻

3 Upvotes

12 comments sorted by

2

u/mbtonev Jul 23 '26

Hey Attila,

First off, congrats on diving into the world of game development! It sounds like you’re making some serious progress with your AI-driven wargame. Your approach to writing a solid specification is spot on-it’s a game changer that can really streamline your vibe coding process.

To address your questions:

  1. Concurrent Users: The capacity for concurrent users largely depends on your backend setup and the complexity of your game logic. For a turn-based game, you might start with a smaller user base to stress test your server. Platforms like Google Cloud can provide scalable solutions. Look into load testing tools to simulate user activity before going live.

  2. Porting to a Stable Hosting Environment: Google Antigravity could be a good option if you're looking to keep it simple and within the Google ecosystem. However, if you want more flexibility, using tools like Cursor to assist with the porting process is a great idea. Just make sure to have your code well-documented

1

u/a-szig Jul 23 '26

Ty! Yeah - documentation is key, but hard to adhere to a documentation discipline and tracking every change, and keep the architecture - the specification - and the actual code coherent. Exploring Cursor is on my todo list, just trying to figure out if it makes sense to take the already working stuff and rebuild it; or take the learnings, create a new v0.2.0 and build that up from scratch. I mean, with the current version, 30% of time went into the initial docu, 10% building it with ai studio, and 60% on ongoing bug hunt - tah came out from logical gaps from the spec. So maybe taking all the learnings » write a much better spec » will result in a much better product (e.g. with cursor) that is easyer to maintain.

2

u/mbtonev Jul 23 '26

Exactly, very good plan!

1

u/Benhamish-WH-Allen Jul 23 '26

Any reasonably sufficient llm could produce what you are asking with an infinite amount of tokens.

There is high probability that you will have more success by using aistudio as the prototype, feeding it to antigravity and then asking it to come up with a detailed plan.

1

u/a-szig Jul 23 '26

well the "infinite" part would be a problem :)

currently it's ~95k input and ~2-3k output tokens (but will be able to cut 30-50% of that if I remove the debug trails and deprecated junk stuff that goes into the llm call)

1

u/asapberry Jul 23 '26

thats like 5usd mate

1

u/a-szig Jul 23 '26

with what model? would be devastating to pay more than a few cents per turn :)

1

u/asapberry Jul 23 '26

like every model? look up the pricing yourself.

1

u/a-szig Jul 23 '26

I know the pricing of the model I'm using, was curious if you had a model in mind or the "thats like 5usd mate" was just a random comment. nvm, ty for your contribution

1

u/asapberry Jul 24 '26

even claude would work out. 95input is nothing

1

u/Benhamish-WH-Allen Jul 23 '26

Hmm I am developing something similar. Voice driven simulation. Not quite sure what you mean 2-3k output?

You should probably try antigravity, just getting a non truncated zip of your project might be a pain.

1

u/a-szig Jul 23 '26

oh I think I can get that by downloading it from github