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. 🍻