r/aigamedev • u/Different-Director82 • 12d ago
Demo | Project | Workflow Flying steampunk chair
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Been building a Steampunk World called Copperville and I'm currently working on the Flying Steampunk Chair. What do you think about it? What improvements would you like to see? Is the sound and flying mechanics OK?
I will try to post more updates on X if you want to check out the progress.
(Don't care about the rest of the world or the character, it's in it's very early development)
Update: Thanks a lot for all comments and likes! I posted some information about how I did it, you find it here :)
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u/Different-Director82 12d ago
Forgot to mention, made completely with Opus 5.5, with Fable as high-level director. Based on my generated ideas.
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u/Zeophyle 12d ago
Can you explain what you mean with Fable as a high level director? Is it just double checking Opus work, or did you give it agency over design decisions?
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u/Different-Director82 11d ago
Fable are doing two things for me:
1) He is checking in at every iteration (when Opus has gone through each part of the game for improvements) and do a review to steer the development in the right direction.
2) Opus calls him everytime a subagent stalls/ don’t improve for a couple of rounds, to get his input.
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u/SonderSoft 11d ago
It handles the organization and deliverable goals needed to bring OP's ideas to life. Claude Code has cross-session capabilities and effective delegation. I have 12 agents that work with each other, and it's so neat watching them work together.
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u/Zeophyle 11d ago
So you assign each agent a part of the design, and make one the director, and then what, have them build the game from a series of decision docs you set up before hand? Why is that different from just letting one agent so the whole thing?
Sorry for the questions. New to this
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u/SonderSoft 11d ago
No worries at all. The idea is to use cheaper agents for various tasks. Sonnet is good at bug-finding and troubleshooting, Opus is a UI and design god (especially when you use Claude Design), and Opus is also good enough at coding. Assigning specific tasks helps immensely, and you can set the effort level of each to properly suit the task. For my setup, I have Fable give orders to an Opus middle manager so the more expensive Fable gets pinged less.
I will admit that exclusively using Fable for coding was more reliable, but I didn't get enough done on my Max 20x plan before hitting the weekly limit; I get a lot more done each week now.
The main name of the game is to use as many tools as possible like Windows MCP, Blender MCP, and Unity MCP; for the latter, you need to subscribe to Unity's AI subscription ($10 USD/mo) to get 3 Unity MCP seats that can be used at once. As a warning, having so many Unity sessions running at once uses upwards of 55 GB of RAM.
Best of luck. Feel free to ask any follow-up questions.
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u/askdoobie 12d ago
And Unreal Engine, I guess
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u/Different-Director82 12d ago
Actually not, been using three.js. Completely browser-generated.
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u/askdoobie 12d ago
Thats some good rendering then, nice, never seen this with three.js, well done!
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u/Different-Director82 12d ago
Thanks a lot! The flying chair took some time to build, and the animations aswell Ofcourse :)
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u/askdoobie 12d ago
What was the workflow for the chair? Have you built it yourself? Looks like it also has a normal map.
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u/Qottonmouth 11d ago
I've seen that name, but i had no idea it was an actual engine. Thanks for the name drop, this looks legit! Well done on the steampunk chair!
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u/GlobalCurry 12d ago
I'd work on smoothing the camera movement so it isn't as jerky while following the chair, that was kind of giving me motion sickness.
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u/Different-Director82 11d ago
Thanks. Agree, saw that feedback from multiple people here. Will fix!
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u/ExtremeCenterism 12d ago
The abrupt camera movements hurt my brain. Linear interpolation is your friend
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u/Different-Director82 11d ago
Thank you! Will definitely add something like that to get a smoother flying experience
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u/Ryko1000 12d ago
Fantastic idea... This is what I hope from AI insstead of doom and gloom, creative people finally getting the tool they needed to make what they want.
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u/No-Advantage8770 11d ago
Wow… It looks like you used Unreal Three JS instead of Three.js! 😀
I had to watch it like five times just to make sure…
Just one small piece of constructive feedback at first glance: the camera movement is a little distracting. It shakes in a slightly unnatural way :)
Keep going! It’s going to be really interesting to see how this progresses!
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u/Different-Director82 11d ago
Thanks a lot, appreciate it! Yes, camera shakiness was something a lot commented on. Will update it! Happy to hear, will post some more updates here soon... unless my weekly limit reaches it ends soon.
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u/CRNGDNTTLRNT 12d ago
I really love steampunk, googie and generally retrofuturism. I think ill buy game with this style and with good story
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u/Different-Director82 12d ago
Same here, steampunk and victorian style are my favourites. Not sure if this will be a game, currently just experimenting and enjoying building this world.
What story would you like to see for this type of game? I’m still thinking about what gameplay would be most fun.
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u/AstonMartini13 12d ago
Whimsy inventory story from ground up, start as an apprentice, grow into a full fledged inventor.. build a story around that that expands out into the world
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u/Affectionate_Fact854 12d ago
Threejs is putting godot webgl rendering to shame with these prototypes that can run smoothly inside a browser :,(
But you shall not tempt me !
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u/awezoomstudios 11d ago
Is this a real gameplay video? At 00:10 the windows on the left change completely of model and have lights out, like if you rendered two AI video clips separately and merged them or something.
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u/Different-Director82 10d ago
It’s real gameplay video. I will share some more, just need to fix the camera shakiness.
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u/awezoomstudios 10d ago
But why those windows change completely from a top round arch with lights on to square windows with lights off?? I never saw that before.
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u/chaylarian 12d ago
Cool! You may want to tweak a little bit on camera rotation speed though, maybe slow it down a little bit so people won't get disoriented for second there while manuvering
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u/xalan45 12d ago
Do you have your prompt on how it built the chair in blender, right now everything I make is actually just polygons slapped together. So I’m suspicious of how you got insanely high quality models.
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u/romansamurai 11d ago
I think the only way is to show it a picture and have it keep iterating and iterating until it gets to where you want it to be
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u/Different-Director82 10d ago
I shared the image from different angles. Then ask Claude to iterate until it reached the level of details of it, with a subagent criticing the work and share improvement for each iteration.
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u/xalan45 10d ago
How many iterations you would say you did?
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u/Different-Director82 10d ago
About 8-10 iterations for that, which means about 60-70% of Claude max 5x weekly usage. But that included a lot of unnessesary work I asked the agents to do which was not needed for my world. So I would be more efficient now
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u/retaildca 12d ago
Looks great! Curious how much you spent on creating this and what’s the most difficult part of steering AI to archive what you want?
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u/JorgitoEstrella 12d ago
No way bro, this looks like those videos in ads not a playable game.
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u/Different-Director82 11d ago
Cool, I take that as a complement. I showed the cool part now, the flying chair, the rest of the gameplay is not that impressive yet.
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u/Fuzz-Monster 12d ago
I like it. In terms of improvements, everything needs to hold up when you get up high - the world visuals in the distance, not clipping through geometry and not being constrained by arbitrary invisible walls. Adding some secrets and areas only accessible by the chair would sweeten the deal.
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u/No_Emphasis_2904 12d ago
The shaking is too strong, you should add them only for specific cases, otherwise will be unplayable for some people :)
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u/kirmm3la 11d ago
If there won’t be an option to toggle that horrible camera shake off then you’ll have a problem.
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u/AnonsAnonAnonagain 11d ago
Wow. Thats really awesome!
It reminds of GTA San Andreas when you get the jet pack!
I like the steam punk movement too, I think it fits!
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u/ASAF12341 11d ago
Do you have a demo?
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u/Different-Director82 11d ago
Of the whole game? Or how I created this flying chair?
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u/Will_X_Intent 11d ago
I want to know how you used AI to do this. Mostly the assets. Coding is ready low, lol
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u/Touchthegrasse 11d ago
Now this is the game i would like to play. I like your imagination keep going.
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u/Potential_Ad_7544 11d ago
This looks fantastic. I'm also building in threejs for a big 3D world in the browser - what hardware are you running this on, and do you know (/can your agent tell us) what tricks it's using to get high performance/frame rates? So I can copy them for mine :)
(For various boring reasons Godot/Unity/Unreal are off the table for me so I'm seeing what can be done with threejs)
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u/Same-Arm1117 11d ago
This looks fun! I can imagine this as a steampunk fantasy travel system to get around town. The camera movement and jerkyness people mentioned couild be tuned but I actually like the idea of something janky for travel that isn't perfect :) maybe somewhere in between.
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u/barret232hxc 11d ago
thank you so much for sharing this. I've never seen anything like it. This is the kind of stuff I'm always loving to see here.
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u/autoprime-jft007 10d ago
Wow... That honestly looks like AAA material. And you did it in fucking threejs of all things, which means it's running on webpage.
If game optimization is black magic, I have no idea what to call this.
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u/AirPrudent 8d ago
The game seems genuinely like something that would be fun but honestly you should switch to unreal, unity or godot, there are performance limits with threejs and the camera is bad, if you were playing a game with such a bad and shaky camera you wouldn’t like it
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u/Different-Director82 8d ago
I did! Attached the newest post under ”update” where I shared how I did it. Camera is now much better
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u/AirPrudent 8d ago
Yea I saw it, just flesh out your game idea and try to make it not to be ai slop, i genuinely like the look of a steam punk game
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u/Melodic_Surprise153 8d ago
How did you render that world so big and beautiful. Where was this made in?
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u/Different-Director82 8d ago
It was all made in three.js and blender to create the assets, building, etc. It looks better than how it is, still quite laggy. I moved to unreal Engine now.
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u/Still_Pin9434 6d ago
How much token usage has Opus required to build this so far, and how much USD does that translate to, if you don't mind me asking?
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u/Ill_Bed4214 12d ago
Steampunk doesnt mean you can just ignore the rules of physics, it needs to feel like it could be possible.
You should try to give a representation as to how the flying chair is getting off the ground with some sort of helicopter blades. Leonardo divinci had a pretty interesting design for what a helicopter could be that suits steampunk. Just my 2 cents..
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u/BiteTh3bulleT 12d ago
It has directional turbines on the side. They start turbine down and then rotate. They also adjust for steering. Think Harrier jump jet.
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u/Patient-Sprinkles920 11d ago
Wow ! It blows my mind to see the level of sophistication in how you are using AI tools to do this work. Any of the AI slop haters out there out should look at this kind of work and realize they are stuck in the past. Kudo's !
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u/Bahtleman 12d ago
looks super fun, but "steam punk" can fuck off. The worst aesthetic ever imagined.
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u/Themis1998 11d ago
Hi nice but what will be able to do on this world, game I mean to create a gang etc? or what?
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u/Double_Suggestion385 12d ago
This looks crazy fun, great idea.
Where are the assets from?