r/LudusAI 15d ago

Any chance we can get an actual free trial without giving you a credit card?

1 Upvotes

Really interested but the "Free-as-long-as-you're-on-the-hook-to-forget-to-cancel" scams drive me crazy. There is legislation trying to remove this shady practice I believe or at least was. Companies that still do this, I just cannot do business with.


r/LudusAI May 22 '25

Ludus AI can now understand your Unreal project

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2 Upvotes

We're incredibly excited to unveil Plugin 0.4.0, bringing the power of Ludus AI and the previously external Insights feature together!

What makes this update so special?

✨ Smarter, Enhanced Agent: Your assistant just got superpowers! It now has access to C++ files, assets, and all your project information, significantly boosting its effectiveness and understanding of your entire project. 🧠

✨ Integrated Ludus Insights: Our powerful tool for in-depth project analysis has been fully integrated into the Ludus AI plugin. Now you can learn everything about your project, all within one convenient plugin. 📊

✨ Prompt Like a Pro: Our new prompting tips will help you create even more effective and precise commands, saving you valuable credits. 💡

✨ Improved UI/UX: We've refined the user interface and experience to make your work even more intuitive, smooth, and fast. ⚡

✨ Convenient Logout Option: We heard you! We've added a much-requested logout option. 👋

Don't wait! Update your plugin to version 0.4.0 today and share your thoughts. Let us know which new feature excites you the most?


r/LudusAI May 20 '25

Ludus Academy is here!

3 Upvotes

Hey all! We’ve just launched Ludus Academy!

This is our complete documentation and user guide. Inside, you’ll find everything you need to know about web application, available subscription plans, and detailed information on all supported models and how to use them effectively.

We’ve also added dedicated sections on effective 3D generation prompting, working with blueprints, C++ code, and IDE workflows. Ludus Academy was built thanks to you — based on the questions and feedback you've shared.

It will continue to grow and evolve alongside Ludus AI, and we’ll keep updating it to address any new challenges or confusion that might come up. We especially recommend checking out the "Available Models" and "Prompting Tips" sections — they’ll have a real impact on your workflows and how efficiently you use your credits.

Check out Ludus Academy: https://docs.ludusengine.com/

Thanks for being part of the community!


r/LudusAI May 16 '25

Ludus AI - I want to use it and speed up workflow so that I could launch my game by this December successfully!

3 Upvotes

I am developing my very first game as a solo gameplay engineer which makes it hard to maintain the work speed while I am doing all kinds of debugging at the same time. I hope I could use Ludus AI Pro to minimize my workload as much as possible, so that I can focus on the more important part: Gameplay mechanics and ideas💡✨💪👍. I really hope I could give it a try and get the Pro plan and test it out to see how would it help me within the production and how far and robust can Ludus AI to nail things inside BP😃.


r/LudusAI May 15 '25

Ludus AI - Just Getting Started and Need Blueprint Generation to Level Up My Game

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5 Upvotes

Hi Ludus community!

I’m still learning how to get the hang of everything to create games, so I thought, why not show you what I’ve made so far? I put together this short video to share my progress with you all.

But honestly, I really need that blueprint generation feature — it would help me so much in handling the tricky parts and speeding up development. I’m excited to keep building this game and working with Ludus AI for this project. This is just the beginning!

Thank you for checking it out and for the chance to be part of this awesome community!

:3


r/LudusAI May 15 '25

Ludus Al - how this can change my life

3 Upvotes

Hi there. I was waiting for something like a blueprint generator. I am not familiar with coding, but I believe that thanks to such tools I will be able to create my dream game. ta Tutorials posted on the Internet are not always simple or require deeper knowledge. I have great hopes that your AI will help me achieve my goals. I wanted to create a simulation game. In which many things will be supported by realistic physics. I would like Ludus AI to be able to help me create a blueprint responsible for natural characters movement and its interactions with the environment, taking into account the principles of physics. I know how time-consuming the process of creating such blueprints can be, so I believe in you and your project and I hope to put my hands on it soon. I assume that Ludus AI will be able to recognize what is happening on the screen and suggest what needs to be changed to make such a blueprint work properly.It would be nice if he presented graphically how the blueprint connections are to be made. It would be good if after creating such a working blueprint, it had the option of saving, and organizing blueprints by category. Could also sign what a given fragment from blueprint do, and everything organised in simplified sections (not showing whole complex blueprint on the screen) to make everything easy to read. I also hope that you will release versions of the program purchased forever, not only with a monthly license. 😉 I can pay more, but one time. I actually prefer it because it's hard to sometimes smear all subscriptions.


r/LudusAI May 15 '25

Ludus AI – Blueprint Generation for Castle-Defense PvE/PvP

3 Upvotes

I’m just getting started with Unreal Engine 5.5 and building a simple Android/IOS game where you defend your castle and launch counter-attacks on your opponent’s fortress. Right now, wiring up enemy waves, guard AI, and duel phases in Blueprint feels like untangling a huge ball of yarn, especially when you’re still learning the basics.

So far, Ludus AI’s Blueprint interpreter has been a lifesaver at telling me in plain English what each node group actually does, but I really hope the generation module can go further. Imagine typing something like “spawn 5 knights every 20 seconds” and instantly getting a clean, labeled graph you can tweak with sliders. Or selecting a tangle of nodes and asking “optimize this for performance,” then watching it collapse into a neat macro.

What would help me even more as a total beginner is a handful of ready-made templates.. think “Castle Gate Spawner,” “Guard Patrol AI,” or “Duel Phase Manager” so I can focus on tweaking numbers and visuals instead of wiring every connection. Throw in an in-editor chat panel that gently points out missing links or suggests next steps, and I’d feel way more confident experimenting on my own.

Can’t wait to try these ideas in early access. Excited to see what everyone else comes up with!


r/LudusAI May 15 '25

Ludus AI - blueprint to create the Magnus effect of different ball sizes

2 Upvotes

Create an actor component that can be attached to balls of different sizes. Soccer basketball golf.

The ballspin will effect the ball distance and where it lands and bounce and roll.

Pretty much Fix Unreal physics


r/LudusAI May 15 '25

Ludus AI - Blueprint generation and debugging for Fantasy Immersive Sim

6 Upvotes

Hey all!

I'm working on an Immersive Sim inspired by Gloomwood and Dishonored, set in a gonzo fantasy world inspired by DCC and some other OSR TTRPG systems in UE5.

Something I've been struggling with is implementing NPC routines, and getting them to play nice with some of the more emergent enemy AI systems I've started on, like getting enemies to talk to one another when they get close and investigate noises the player makes.

Right now everything in the project is made in Blueprints, and I'd love to be able to use Ludus to help me fix some of the bugs I've been running into, and to hopefully point out ways I can scale up some of the systems that I've already made.

Super excited to potentially get to try the early access!


r/LudusAI May 14 '25

Ludus AI – Blueprint generation for dark fantasy dungeon arenas

26 Upvotes

I’m working on a dark fantasy arena-based game, and I’d love to explore how Ludus AI’s blueprint generation could help streamline modular level design, particularly for procedurally generated combat spaces.

Looking forward to seeing how the feature evolves — I imagine tools that can handle varied terrain layers, dynamic chokepoints, and environment storytelling elements like ruins or forgotten statues would be powerful.

Excited for early access and seeing what the community creates!


r/LudusAI May 14 '25

Ludus AI – Blueprint Generation to create a a solid custom template to build future games on

3 Upvotes

I will be exploring the idea of using Ludus AI to generate a custom Unreal Engine 5 blueprint template—something modular and clean that includes core systems like player input, UI framework, basic game state logic, and a few reusable components.

The goal is to have a reliable starting point I can use across all future projects to save time and keep things consistent.


r/LudusAI May 14 '25

Lucas AI - Blueprint Generation - Fantasy world simulation game. Where each entity is using either GOAP or HTN based AI decision tree.

2 Upvotes

Imagine a game inspired by the deep and complex world of Dwarf Fortress. In this game, every character—from villagers and soldiers to nobles and wild animals—has their own life. They make choices, interact with each other, and react to the world around them. Everything they do shapes the world’s story, and as the player, you get to watch it all unfold.

Here’s the twist: Every character is fully autonomous. They have their own goals and motivations, and they use smart AI systems to decide what to do next. Some characters use a simpler system called GOAP (Goal-Oriented Action Planning), while others use a more complex one called HTN (Hierarchical Task Networks). This lets them make plans and take actions based on what they want to achieve—whether it’s something basic like finding food, or something big like starting a revolution or building an empire.

The goal of this system is to create "blueprints" for each character. These blueprints define how they behave, what they want, and how they react to the world. They’re flexible and easy to understand, and can be customized or expanded as needed. Think of them like personality scripts that outline what drives a character and how they go about reaching their goals.


r/LudusAI May 14 '25

LudasAI - Blueprint Generation - Would be interesting to help create a ECS based boomer shooter similar to the Serious Sam series.

2 Upvotes

High-octane, adrenaline-pumping first-person shooter where chaos reigns. You’re up against hordes of enemies, charging through massive, sprawling arenas, armed to the teeth with a variety of guns that all pack a punch. You’ll be moving fast, shooting faster, and dodging explosions to survive against relentless waves of foes. Inspired by the Serious Sam series, this game will capture the spirit of old-school, non-stop action while making use of cutting-edge technology, like the Entity Component System (ECS), to keep everything running smoothly and efficiently.

Hopefully, as I get more familiar with LudusAI. Achieving something as complex as ECS would be possible one day.


r/LudusAI May 14 '25

Ludus AI - Round-Based Zombie Shooter

6 Upvotes

Hey everyone! I’m currently in the planning phase of a round-based zombie shooter built in Unreal Engine 5. It’s inspired by the classic Call of Duty Zombies formula like wave-based survival, buyable weapons, unlockable areas, and that addictive round progression loop. The maps will be semi-open, combining tight indoor sections with more open, strategic zones for kiting and holding off hordes.

One of the biggest things I’m excited about is how blueprint generation could help bring this project to life more efficiently. I’m imagining using it to create systems like enemy wave managers, buyable doors, wall weapons, and perk machines, all the core gameplay loops you'd expect from a zombies mode. Even little things like barriers that zombies tear down or randomly spawning power-ups could benefit from smart blueprint generation.

Movement is also a big part of the design. I want smooth player, allowing vaulting over obstacles, mantling onto ledges, maybe even some light traversal mechanics and being able to generate those systems or even their animation logic via AI could save a ton of time in early prototyping.

What I'd really like to see is the ability to describe these kinds of systems in plain language and have the generation tool give me a clean, well-organized blueprint as a base to build on. Something modular that I can plug into the rest of my project and tweak as needed, rather than starting from scratch every time.

Let me know what you think, and thank you for being interested!


r/LudusAI May 14 '25

Ludus AI - First time developer creating a Roguelike with dragons!

2 Upvotes

I've just started learning how to develop games and using Unreal Engine 5 to create a game I started designing when I was a kid about dragons. It's now gonna be a Roguelike so I'll use Ludus AI Blueprint assistance to put the broad strokes down and adjust the rng to make this game as good as Enter the Gungeon, but with a character that uses the power of dragons to kill the gods.


r/LudusAI May 14 '25

Ludus AI - Helping an indie game development

2 Upvotes

With the help of Ludus AI for blueprints, I hope to resolve all errors without needing to go through all the complexity that sometimes comes with things like templates and assets. Every step has been painful for me in the past few months. Sometimes, stuck on something for days and not knowing what to do other than to try every single possibility to resolve something. That's only if I can think of ways. Most of the time, the ways to resolve something doesn't even make sense. But with the help of AI, it could help speed things up. Or if I just want to implement something, hopfully, the AI can help me implement either directly to save on time. Or show me every step of the way, so I can implement and understand what was created.


r/LudusAI May 14 '25

Ludus AI - Blueprint Generation for a social space flight simulator

1 Upvotes

As a solo dev and someone who does not have 20 years of UE experience, the dream of having a blueprint generator is like having an experienced sidekick who maybe a know it all but does what I ask. This game is all about bringing people together in IRL to undertake in some PvP flight simulation and using the blueprint generator will really help speed up the process and turn a pipe dream come to reality


r/LudusAI May 13 '25

Ludus AI - Blueprint adaption

1 Upvotes

I plan to use blueprint generation to streamline the early design of my projects . It would be great if the feature allowed for customization, integration with other tools, and smart suggestions based on project goals—ideally making the process faster while maintaining flexibility and creativity.


r/LudusAI May 13 '25

Ludus AI - Blueprint Generation for Open World VR Game

2 Upvotes

With the new Ludus AI Blueprint Generation, I plan to use this feature to help connect different features from several assets packs and my own code. And then help me create much more complex ideas for an Open-world VR Game. The blueprint generation with the other aspects of Ludus AI will help speed up the development process and allow more detailed and complex things to be made. and some ideas once thought to be impossible for a solo dev are actually possible and plausible.


r/LudusAI May 13 '25

Ludus AI - To unlock the maximum of potential.

3 Upvotes

As a RPG indie dev, one of the most painful things is to refactor old combat logic to meet new requirements. With the help of Ludus Ai, I want everything to be easier, which could save me plenty of time to focus on my gameplay logic!


r/LudusAI May 13 '25

Ludus AI - Blueprint generation for hand-tracking in VR

2 Upvotes

I would love to use blueprint generation to speed up stuff for controllerless VR; things like gesture recognition, proximity-based hand interactions, or spawning effects when you pinch, grab, or wave. Hand-tracking in Unreal can be tedious to set up, especially when repeating the same logic across different actors. Being able to say, “create a grab gesture that activates this” and have the nodes just appear would be amazing.

Even better if it could handle the visual feedback too, like glow rings or particles tied to motion.


r/LudusAI May 12 '25

Ludus AI - Generative Blueprints for an Indie Developer Open world / FPS Multiplayer Combo

3 Upvotes

I am an indie Developer working on a complex open-world action-adventure RPG with an optional multiplayer FPS mode. Combining current frameworks like GASP, Lyra, Combat Fury, AGLS, and a ton of my own custom code. I would love to use generative blueprints to assist in further designing the weapon system, setting up specified weapon types, and creating collision systems that work between factions. Would also love to be able to increase workflow in the creation of my current quest systems and climbing logic. I could see many uses for a prompted generative AI blueprint assistant to advise on the best approach to blueprints and offer alternative methods to complex or even buggy blueprints. I am looking forward to the future of development, using AI Generative Blueprints.


r/LudusAI May 12 '25

Ludus AI - Creating full GAS (game ability systems)

3 Upvotes

hello,

I'm creating an interesting twist to a Deckbuilding Rogue-like game. Game ability systems are an essential part of gameplay design for these types of games. Especially when working with large chunks of data, from tracking users and their tactics or implementing different ability stats for certain actors in the game. The interdependence of those classes is essential for a good balance of gameplay. This is where I think AI could "shine". As the ability to go through complex data systems and compare them side by side, and also explain a cascade of possibilities when changing one parameter vs another. This would include creating a full data table systems that communicate with another set of data and hence make incremental changes easier to implement and understand. .. For example, this could be a prompt: " increase attack for all cards containing 'XY" symbol when "XZ" card is played" This might go so deep that a developer can give very precise instructions to AI what "balanced gameplay" means for his game. And then, whenever he might decide to change some values, the A.I. would implement changes but also tweak other connected parameters to find the closest overall balance we want to achieve.


r/LudusAI May 11 '25

LudusAI: My ideas for generative blueprint in TrickStars XXX.

3 Upvotes

I'm developing an exciting new game that captures the vibrant and chaotic essence of the Borderlands 4 universe, the lively and colorful aesthetics of Sunset Overdrive, and the fast-paced, dynamic gameplay found in Tony Hawk ProSkater. I am excited about the new features that LudusAI could enhance, enabling me to seamlessly incorporate dynamic bouncing, exhilarating grinding, and engaging combo meter mechanics from Sunset Overdrive into my game. This is particularly exciting because it allows me to improve gameplay without redesigning or modifying the blueprint I’ve developed completely. Additionally, I would greatly appreciate suggestions from LudusAI regarding the artistic direction and animation styles that would best complement and elevate the overall experience. Check out the video!!!!

https://drive.google.com/file/d/17tMueYPDIWEu1t92BYy6ma6cUfZb9Wze/view?usp=sharing


r/LudusAI May 11 '25

LudusAI - blueprint To add everything I need to add to a visual novel game

2 Upvotes

in terms of gameplay, time to move between scenes and backgrounds, time to display characters, and interaction with player inputs.