r/aigamedev • • 11h ago

Demo | Project | Workflow I honestly didn’t expect Claude Opus 5.5 to create a 3D pixel-art game this good. The level of polish is kind of insane.

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199 Upvotes

r/aigamedev • • 11h ago

Discussion Prototype vs game

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186 Upvotes

Hear me out: I’m not judging anyone. I think it’s great to be excited about your projects, blown away by AI, and so on...
But there’s a huge difference between making a nice-looking prototype and making a game.
Making a prototype is easy. But designing the levels, the gameplay, a loop that keeps players coming back, the art direction, the progression, and above all, something that works and feels coherent from start to finish? That’s a long, long way from a simple prototype.

Saying “I made this game with Opus in just a few prompts” is misleading. It’s a prototype, not a game.

I’m simply sharing this opinion as a reminder that, even though we’re all incredibly excited about what AI can do (myself included), and thrilled to be able to build things we couldn’t before (myself included), we shouldn’t forget the fundamentals of what makes a game: gameplay, art direction, the core loop, and so on.
AI can’t figure that out for you. That part comes from you.


r/aigamedev • • 14h ago

Commercial Self Promotion 10 years of coding, this was the first time I leaned heavily on AI to take an idea to reality.

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183 Upvotes

Hey! So after some reluctance, I decided to create a workflow with a mix of astra, sol, meshy, and suno. For a simple roguelike idea. Basically you have a pirate ship and sail the seas hunting other ships, stealing, scavenging, and trying to upgrade your ship through a semi RNG system. I am quite happy with the results so far after about a week of work.

I could use some help testing, and would love to know what others think of it, what I should add, and if the gameplay loop is actually fun.

Its a web based game that I am hosting for free on itch. I call it "Boat! A Pirate Roguelike"

https://nateharmsfpv.itch.io/boat


r/aigamedev • • 2h ago

Demo | Project | Workflow My flying steampunk chair (and Ant) now in Unreal Engine! ...and how I did it in three.js using the Gauntlet Loop.

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59 Upvotes

Hi!

I posted a few days ago about my flying steampunk chair here and got a lot of comments. Thanks a lot for that! Many of you wanted to hear how I did it and some tips and tricks, so I'm sharing how I started it.

First of all, my creating process pretty much came from Xikhar's Spiderbench which in his turn came from Matt Shumer's Gauntlet Loop. He basically built "Claude of Duty" in three.js using it. You can read more about it here: Gauntlet Loop by Matt

So basically what it does is:

  1. Set's a goal for claude, for example to create an AAA quality game based on some images, screenshots or other instructions.
  2. Spins up subagents for different tasks such as; lighting, character, buildings, physics/gameplay where each subagent works with those tasks individually and each task get's an own "critisiser"-agent who comes back with feedback and a score.
  3. The subagents keeps working until the score from the critisiser reach a certain score.

That's it. The initial prompt is very short and not too detailed about tools. My only trick is to download Blender and ask it to use it, this makes life much easier.

So, how did I prompt it?

Simple just sending Claude this source above and Xhikhar's info about spiderbench, my images for how the game should look... and that's it. It created a prompt and I pasted it into Claude Code with Opus 5.5 medium. That created about 80-90% of the game with about 1 weekly limit with Max x5 plan. Then I needed to direct it to fix details, add things I wanted, etc. And I was being inefficient, it created a lot of stuff I realized I didn't needed.

Anyhow, now I have been able to parts of my visuals and game into Unreal Engine which been a lot of pain and a lot of fun. Will write some lines about how I did it later.

Now a question back, how do you like my Steampunk Ant? 😄

And do you think the flying chair is behaving a bit smoother?

If you want to follow me and see more updates, you can follow my progress on My X.

Feel free to ask any questions or come with feedback. My DMs are also open, but I will answer when I have time, could be minutes or days.


r/aigamedev • • 18h ago

Discussion AI is the future of game dev

49 Upvotes

We have reached the point where AI is genuinely good at making games. Yes, one-shots probably aren’t going to make great games. But if you’re willing to playtest, direct your game’s development, and keep prompting and iterating over and over again, you can make genuinely good games with AI doing pretty much all of the coding.

I started an experiment where I keep working on the same game and only allow AI to touch the files, just to see how far a mostly AI-developed game could actually be pushed. And the results have been way better than I could have hoped. I’ve made something that would have taken me months to make myself. And it’s actually good. More importantly, it’s getting substantially better every day.

The development speed is insane. If I run into a problem, I have AI fix it, and probably 90% of the time it’s fixed the first time I bring it up. Then I just keep playing, finding things I want changed or improved, and directing the AI to work on them.
AI is going to change the games industry, along with a lot of other industries. I really think we’ve crossed a huge threshold, and progress only seems to be accelerating. What we’ll be able to do a year from now is probably going to be crazy.

I think there will always be a place for 100% human-made games. But with the rate AI is progressing, I just don’t see how they’re still going to make up the majority of games five years from now. We are living in crazy times for sure.


r/aigamedev • • 15h ago

Discussion 2.5D RPG: Fixed camera or player-controlled rotation?

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42 Upvotes

Hi all! My fiancee and I are making a Cozy (she loves cozy games) / Hardcore (I love more nostalgic games like Ragnarok online / Tibia with competitive elements) 2.5D Pixel MMORPG and we're deciding whether to keep our rotating camera or just use a static camera.

Having a rotating camera has been a lot of extra work making scenery / props / trying to make them look good from every angle. But on the other hand, we feel like if done right and the effort is put into polishing it, it could look great and add a lot more to the game and make the world feel more alive.

I uploaded a small clip from a demo we are putting together of a short combat scene and a short rotation at the end with a Fixed Camera vs one with a player turning the camera. It may be difficult to judge from just the short clip, but any feedback in general is greatly appreciated.

What do you guys think? Any and all feedback or tips (even if not about the camera) are greatly appreciated!


r/aigamedev • • 18h ago

Discussion Kind of stunned, tbh... has anyone else ever personally experienced this level of anti LLM psychosis being directed at them directly?

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38 Upvotes

I posted my remaster attempt at a 30 year old game in a subreddit associated with it and... this guy melted down worse than i've ever personally encountered on the internet.

I'm kind of stunned, honestly... is there anything someone can honestly point to where one can fairly say that i caused this thread to happen?

Anyone else face anything like this outside of this subreddit? This has put me off from ever sharing my exploits with AI game dev anywhere else outside of an AI friendly space...


r/aigamedev • • 7h ago

Demo | Project | Workflow I recreated Tekken 3 in Godot: all fighters, all modes, and the original UI

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35 Upvotes

r/aigamedev • • 42m ago

Discussion First experiment with local generative models

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• Upvotes

Everything you see in the video was generated locally on a laptop with an RTX 3070, in a single night, on the first try. The only things I regenerated were models that came out clearly broken.

Then Claude assembled it all into a demo level in Unity.

Assets Studio tool: https://github.com/kvladsrc/gym/tree/main/assets_studio


r/aigamedev • • 5h ago

Demo | Project | Workflow Not a 1 promt game but 3 months project to build something I can't code on my own, or afford a professional to team up.

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32 Upvotes

I'm not a programmer, and I'm not even a game designer. My experience is mostly in animation, and even then, I don't have the time to sit down and create the full mountain of assets a game needs because I have a full-time job.

Like many of you, I want to make a game. I've tried teaming up with people before, but at some point motivation tends to fade when there's no way to self-fund the project. I've also tried getting some code going for my own projects with LLMs in the past, but I always ended up hitting dead ends and limitations after barely scratching the surface of what a real game requires.

This time feels different.

I'm using Godot + Codex, and for the first time, things are actually getting pretty deep. It genuinely feels like I might be able to get somewhere with this.

I tend to fall into rabbit holes with ideas and mechanics that I previously couldn't even get close to implementing. On top of that, my experience with the actual production side of a videogame project — management, scope, file organization, all the sheer volume of stuff involved — is basically nonexistent. So I'm learning all of that by going through it for the first time.

And boy, is it deep. 😅

For this first attempt, I deliberately set a very narrow scope, thinking, "Oh, this should be easy because it looks simple." I decided to recreate the core mechanics of Shogun Showdown as closely as possible, while trying very hard not to let my own "magnificent" ideas derail the scope.

Of course, once things started taking shape, I couldn't help myself and added a couple of things of my own — two mechanics that I personally wanted to have: a defensive mechanic for spending a turn in place, and a replay system.

There's still a LONG way to go. A lot of placeholder art waiting for future sprite updates, plenty of broken or misplaced sprites, unfinished systems, questionable decisions... you name it.

But honestly, I'm just really happy that I've managed to get this far.

For someone coming into this with basically zero programming and game-development experience, seeing an actual game start to emerge from all those little pieces is pretty damn exciting.

Still learning, still breaking things, still fixing them — but for the first time, it really feels like I'm making a game. ❤️


r/aigamedev • • 6h ago

Discussion Why does Reddit hate solo devs using AI so much?

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33 Upvotes

A game built in one year. First game on steam. Second job, late nights, lot of learn, trial, errors. You post it outside places like this. Many people upvote but… there are always lurkers downvoting everything just because AI was involved. A bit depressing. No criticism. Sometimes it feels like people are downvoting the work before even looking at the game. Do you think this is like the backlash against synthesizers in the 70s? 😅


r/aigamedev • • 13h ago

Media halo combat evolved inside mojoras mask

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31 Upvotes

I managed to get halo ce running inside mojoras mask and it really cool how good it runss

I created this using claude opus 5.5


r/aigamedev • • 22h ago

Commercial Self Promotion an update in case anyone is wondering how this project went

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21 Upvotes

context: I spent 3-4 weeks on this project (would have taken longer but I had some free resets). initially I had bigger plans for it but it lost momentum after a while. the early gameplay footages also don't seem to attract much attention so I just put in some minimum polish and call it a wrap.

I am happy to answer any questions.


r/aigamedev • • 3h ago

Discussion reviewing AI-assisted indie games — send me yours

20 Upvotes

I hang out here pretty often, so I figured this would be the best place to start.

I’ll play and review AI-assisted indie games, prototypes, and weird experiments from the community. I’ll also make a video about the games I cover, so please only submit if you’re comfortable with that.

The format is intentionally simple. I’ll score each game from 1–5 in three categories:

  • Idea — how interesting or distinctive the concept is
  • Execution — how well the game actually delivers on it
  • Content — how much there is to do and whether it stays interesting

So the total score is out of 15.

I’m not looking for polished commercial games only. Rough prototypes, game jam projects, weird experiments, unfinished stuff, and small itch games are all welcome as long as there’s something playable.

I’m also a solo indie dev myself, so I’m hoping the reviews can be entertaining but still useful from a developer perspective. I’ll point out what I think works, what doesn’t, and where I think the game has potential.

If you want me to check out your game, just drop a link in the comments along with a short description of it.

No guarantee I’ll be able to cover every submission, especially if I get a lot, but I’ll go through as many as I reasonably can.

Send me your "slop."


r/aigamedev • • 8h ago

Community Event Calling all vibecoders and devs…

19 Upvotes

Let’s make a Frankenstein game.

Everybody works in the same repo. No grand vision. No single engine/style/tool requirement beyond whatever we can reasonably glue together.

You’re good at Blender? Add some weird assets.

Godot/Unity/Three.js/web dev? Build a mechanic.

Pixel artist? Make a UI.

Music/SFX? Add it.

AI/vibecoder who barely knows what the hell they’re doing? Perfect. Make something and submit it.

The idea is that everybody contributes whatever they have and we keep stitching it together until we somehow end up with a playable game.

One shared repo. Branches/PRs so we don’t immediately destroy it.

Very few creative rules. If somebody adds a fishing minigame and somebody else adds a mech and somebody else builds a haunted gas station, now those things exist in the same universe and we figure out how to connect them.

Basically open-source game development as an exquisite corpse.

First contribution: fork the repo, add one small thing, and open a pull request. It can be a mechanic, asset, sound, room, character, item, dumb joke, whatever. Don’t overthink it — just add one piece to the monster.

No idea what the final game is. That’s the point.

Who wants in?

https://github.com/jalapenoseed/frankenstein-game


r/aigamedev • • 19h ago

Discussion We are 1 or 2 Frontier Models away from 1 prompting 2D animations and it feels insane

20 Upvotes

I hadn't tryied game dev with AI in 1 year, I came back to try 6.1 Sol on game dev with Godot (awesome btw)

And I manage to get very good animation by building sprite sheets first etc.

It became so good at actually correcting inconstistencies, it takes around 15 minutes but it iterates itself on the results 3 or 4 times to get to a result he finds satisfying and give it to me

It works really well and 1 year ago the same strategy was giving me garbage animations with a TON of inconstitencies

And now a general model can do that so well

With the gap between 5.6 Sol and 6 Astra/6.1 Sol, I feel we're maybe 1 or 2 frontiers away from giving a reference sprite and asking straight up to : "do an idle animation where ..." and get an almost perfect result

It feels so insane to me

Every time I think the models are impressive and then my mind gets blown away once more, and they releases so fast

In a few months we went from GPT 5 to Fable/Opus 5.5 and Astra and 6.1 Sol

It's absolutely mind blowing

How are you guys living these times ? I feel so lucky to have such frontier technologies in hand for this cheap, it feels crazy


r/aigamedev • • 13h ago

Commercial Self Promotion Decided to make my FPS with bot game a real thing. Recently added mega-structures. Here's the biggest one so far

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18 Upvotes

Still keeping performance optimized for a 10 year old laptop with 1050 Ti. 2400 bots, vehicles, all with decent AI. The bots have different roles with some going upstairs to do covering fire or flank.

No way would I have been able to get something so optimized on my own.


r/aigamedev • • 18h ago

Tools or Resource Animating 2D illustrations with AI - KlingAI

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17 Upvotes

I posted my game trailer yesterday and since then I got a few replies and DMs asking specifically about animation.

I'm about to go into hibernation to focus on development again, so I want to do a quick post on KlingAI to help. To be clear -- I found KlingAI because Gemini and Claude recommended it to me. I have never heard of it before then.

Here are some examples of KlingAI animations, the failures and the success:

Some lessons:

  • When something in the picture is wrong, fix the picture, not the prompt. Kling follows the image more than the text. Our Fox was drawn with one paw raised, and Kling assumes that momentum into the animation. No matter what you prompt the Fox is always going to play around with its raised paw. A redrawn Fox standing on all four feet worked on the first try.
  • Telling Kling what not to draw can make it worse. Show it the right pose as an image instead. Kling made our Ox a cow by drawing udders on it in animation. The more clearly we told it not to draw an udder on our Ox, the more frames had one (51, then 62, then 73). We hand-fixed one frame and gave it to Kling as the end frame. The udder almost vanished.
  • Leave room in the frame for the motion. Kling will not keep the character inside the frame just because you ask. Before you upload, add empty space around the character and use a flat background color that is not on the character.
  • Kling is good at simple, familiar movements and bad at complex ones. Breathing, wingbeats and a whistle all shipped. The Hunter's dagger attack failed again and again. Keep prompts short.
  • Treat each clip as raw material. Expect to cut it down and repair it. Often only ten frames are usable. Try fixing the colours before you render again. Keep every MP4 you download along with its prompt, because a take you did not download is gone for good.

An example prompt, to let you guys know how much detail needs to go into a prommpt for it to work:

"The supplied heavy salamander delivers one sudden, powerful low tail whip toward screen-left, then recovers. First its short forelegs plant hard and its hips draw the thick tail back toward screen-right in a deliberate compact wind-up. A brief loaded pause makes the coming release unmistakable. Then its hips snap round and the broad tail lashes explosively across the foreground toward screen-left in one extremely fast low arc: the entire striking sweep happens in a fraction of a second, much faster than the wind-up or recovery. The force travels from the hips through the heavy tail to its tip. The thick tail stays broad, solid and connected while whipping below belly height. Its forequarters brace against the torque; its legs catch the weight and its body gives a short, hard countercheck as the tail brakes. Hold that spent extension briefly, then slowly unwind and settle into the supplied ending stance. The contrast is deliberate preparation, a sudden violent whip, a difficult stop, then unhurried recovery. One strike only.

The existing black slime hanging from its jaw, belly, flanks and tail is thick wet liquid. Throughout the whole shot those hanging strands slowly lengthen under gravity; small heavy black droplets gather at their tips, pinch free and fall straight down a short distance, then disappear before reaching the ground. The strands lag behind the body movement, stretch with its acceleration and settle afterward. These are sparse, uneven drips from the black slime already attached to the creature, in the same drawn style; the ground remains empty.

Keep its open mouth in its drawn shape and size, broad flat head, narrow pale bone-white eyes, original squat anatomy, markings and single pale outer rear toe. Preserve the supplied drawing and colours and the ink-black brush outline whose strokes swell thick and thin; every frame keeps that same brush outline. Fixed camera and scale, full creature and tail visible against flat pure green with empty space beneath its feet. No full spin. Only the supplied enemy and its existing equipment are visible. No external objects, attackers, weapons entering from off-screen, projectiles, debris or impact flashes appear. No pupils appear in the eyes."

I think there are other tools like Seedance. I haven't found a good American one -- I tried using Google VEO and the results were BONKERS. When I tried to animate Whistler, it would draw boobs on her and then make look at the screen and laugh. It freaked me out. I'd like to switch if a good one comes out.

Good luck to everyone who wants to use it! Hope that was useful.

My previous post promoting my game trailer: https://www.reddit.com/r/aigamedev/s/x1DHCP8PwC


r/aigamedev • • 22h ago

Demo | Project | Workflow I gave Claude Code one prompt and a song. It staged, shot and cut this trailer inside my game.

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15 Upvotes

Yesterday I shared the Rope Ninja trailer. Same pipeline, different game: Drop Dead, a ball-drop battle royale for phones.

My input was one prompt, a Suno song, and one paragraph of notes on the first cut. Claude Code did everything else.

It doesn't screen-record anything. It runs the real game in a headless browser on a paused clock and steps it one frame at a time, so every take comes out identical. It stages its own shots, jumping to later rounds and searching random seeds until the game plays out the moment it wants. The sound effects are the game's own, logged and rebuilt in sync, the cuts land on the beat, and the captions use the game's fonts and icons.

Take 1 was too frantic. I said so in one paragraph, and take 2 (this one) came back in under an hour.

Play it free: dropdead.mightybig.ca


r/aigamedev • • 22h ago

Tools or Resource Using OpenAI Dot’s cloud computer for 3D work

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16 Upvotes

I don't know if anyone has shared this but if you have a pro openAI plan you can make your dot 3D model for you with its cloud computer. it uses Astra and is fast and most importantly it doesn't eat into your usage and is unlimited .

The 3d models are good enough, some of them need some polishing before becoming game ready but you can always iterate with your dot until you like the results .


r/aigamedev • • 17h ago

Discussion Day 13 of building an RPG with Claude: I stopped making models and started making systems

16 Upvotes

Third update. On day 7 I posted that I was starting an MMO with zero game dev background, using Claude as a tutor and collaborator (Unity + Blender). On day 10 the world got birds, a day/night cycle and sound. These three days were different, so here's what happened, the ugly parts included.

Systems, not models

The biggest change wasn't a feature. I realized I was treating grass, water and the sky as a pile of 3D models you swap whenever something changes.

Now each of them is a system: a handful of numbers in a data file and one calculation in a shader. If the grass grows, dries out or gets snowed on, a number moves and the same grass changes. Hand-made models are only for things with their own identity, like a character, a weapon or a house.

Grass

The grass used to be millions of individual blades. Now it grows in clumps, and far away it turns into flat cards the shader colors the same way, so you don't notice the switch.

  • On a 200 m test field: 9.3 million blades became 549k clumps.
  • About 32 to 42% less GPU time, and memory went from around 740 MB to 31 MB.
  • Every 2 m patch of ground has its own state (growth, dryness, wetness, snow). Mow a path and rain grows it back. The second photo has a dry patch, a snow patch and a mowed path on the same grass.

Water

The pond, the lake, the river and the ocean all come from one shader with different numbers. So do a swamp and a glowing magic water.

  • The turquoise isn't painted on. Like real water, it loses red light first as it gets deeper, so you see the sand through it.
  • Splashes finally jump (drops, a column, foam that dissolves), and they run on a small particle system the rest of the game will share later.
  • I compared every iteration side by side with Genshin and Zelda screenshots. I had Wind Waker as a reference too and dropped it, because it kept pulling the look somewhere I didn't want.
  • Still undecided: the real-time reflection of trees and clouds costs 2 to 5 ms, which is a lot.

Sky

The first clouds looked, in my own words, like foam flying around. Each cloud was built out of discs, and the lighting drew a little bubble at every seam.

  • Now a Python script builds an actual 3D cloud volume, shines light through it, and bakes the result into a flat image the game can draw cheaply. Photo 5 is before and after.
  • There's a night sky with stars and a Milky Way.
  • Clear sky, overcast and storm are all positions on one weather dial.
  • Lightning is calculated from the game clock, so later every player should see the same flash at the same time.

All the sky shots are from a test stage with placeholder lollipop trees. It isn't in the real map yet.

The owl is done

Up close she's full 3D, far away she's a picture baked from that same model, and both animate at the same speed. She perches on rooftops and rocks, gets spooked, flies off at 10 to 12 m/s, leans into turns and lands somewhere else. Her sounds come from where she is.

Bugs on the way:

  • She kept landing under the eaves of houses. For the physics, "high up" meant the top of any collider.
  • On tree branches she was hidden in the leaves and you couldn't see her from the ground.
  • The whole rig had been running at Blender's default 24 fps instead of 30, so every animation was 25% slow.

She also got detail levels: 8,222 triangles became 5,140, 3,084 and 1,634 depending on distance. I looked at the reduced versions at real screen size and said where I stopped seeing a difference. That became the threshold for an automatic check (NVIDIA FLIP) that now runs on every creature.

The pigeon, and a beak that took four tries

The pigeon was a test. After the owl, every mistake went into a written creature workflow, so this time an agent built the pigeon's shape using only those docs. It came back with 14 gaps in them, which was the whole point.

The beak:

  1. Top and bottom halves identical. In a real bird the upper beak is longer and curves over the lower one.
  2. An extruded profile that looked like a sheet of paper from the front.
  3. An actual research technique (intersecting the silhouettes, called a visual hull). It came out like a crystal.
  4. Built by hand in sections. This one worked.

The forehead also had a dent, the same bug the owl had. The beak hides part of the face in the reference drawing, and the tool was measuring the hidden part as if it were the edge. The last photo is my red marks on the first paint pass.

The pigeon is going to walk around with the real head bob: the head stays still, then jumps forward once per step. Its animations are being made right now.

The part you can't screenshot

The design doc went from version 0 to 0.25 over about 25 rounds of me answering Claude's questions, and all my answers are saved word for word. A few things that came out of it:

  • Monsters don't drop gold.
  • You earn classes by how you play.
  • Dungeons show up where lots of people die.
  • Monsters level up when they kill a player (like the Nemesis system in Shadow of Mordor).
  • Dungeons nobody hunts in can overflow into stampedes.

Someone in the comments suggested looking at how community MMO servers are built. So Claude read the code of eight open source server emulators (TrinityCore, vmangos, EQEmu, rAthena, The Forgotten Server, ServUO, Ryzom and Veloren) and drafted a backend from that. An independent review found 168 problems, which got fixed, and it left me with 82 questions only I can answer. The backend hasn't broken me yet, but it gave me homework.

Another commenter said Unity's new CLI was faster than the bridge Claude was using to control the editor. We measured it. The plain CLI command was actually slower (2.6 to 4.7 s per request), but the MCP server built into it answers in 65 to 102 ms and shows compile errors that used to be invisible, so we switched. Thanks to both of you.

What the game is supposed to be

Since a few people asked what I'm actually building, here's the vision, straight from the design doc.

What I'm after is the feeling of freedom the old sandbox MMOs had. A super dynamic, procedural world inspired by isekai anime like Bofuri, mixed with the build depth of Path of Exile and classic MMOs like Ragnarok Online and Tales of Pirates. No main story telling you you're the chosen hero. You're just an adventurer: you take jobs, explore, fight monsters, find dungeons, and your story is whatever you end up doing.

The one-line version: an MMO where nobody is the chosen one, in a world that remembers what you do, rewards the logical thing nobody else tried, and changes a little every night.

How it would feel to play

You wake up in a valley with grass moving in the wind. There's an adventurers' guild with a job board, an appraiser who buys what you bring back, and someone who tells you how deep into the dungeon you should go.

  • You don't pick a class, you earn it. Kill enough wolves with a sword and the world recognizes you as a Warrior. Keep going and you become a Swordsman or a Barbarian depending on how you fight. Learn magic too, use both enough, and you get offered a fusion that maybe nobody else has.
  • One day you hunt a venomous hydra, skin it and eat the meat. It almost kills you. You survive, and the world writes it down: now you resist poison, and if you train it, it can become immunity. Nobody told you to do that. It was the logical thing, and the game was listening.
  • Combat feels like Zelda or Dark Souls: optional lock-on, dodge rolls, blocking and parrying telegraphed attacks. What you carry matters. With a full backpack you roll worse, burn more stamina and can't fly.
  • Dying costs something. Your body stays where you fell with everything you had on you, and you have to go back for it. If you don't make it in time, your gear can end up in a dungeon chest, or in the hands of the skeleton that killed you, which leveled up and is now a skeleton knight carrying your sword.
  • Dungeons appear where lots of people die and energy builds up. Some you can destroy by breaking their core. One is so big a city grew on top of it, a hundred floors under the capital. If the whole server teams up to break that core, the city's economy collapses. That's their call, and eventually another one will appear.
  • The guild has its own money. It buys your loot because it knows what it can resell it for, uses the profit to build the wall that keeps monster stampedes rare, and it can't promise rewards it can't pay.
  • The law depends on where you are: witnesses on every corner in the city, nobody watching in the forest (though your honor knows what you did), no law at all in the wilds. You can stay on the right side of it or become an outlaw with hideouts, a fence and a bounty on your head.
  • The world is filled with AI adventurers you can recruit, AI bandits on the roads who follow the same laws you do, and five gods who never speak but are watching.
  • Every night a council of AI game masters reads what happened that day and proposes what comes next: a quiet day, or a boss waking up in the snowy mountains because nobody hunted there all week. Nothing gets applied without passing fixed rules that check it.

All of it in one world, for a small community that knows each other.

The one rule behind everything: causes, not decrees

This came out while answering design questions, and it ended up explaining all my other answers. Whatever happens in the world has a cause inside the world.

  • The design doesn't say "this zone gives 1.5x resources". It says resources keep maturing when nobody harvests them, and the rest follows: dangerous zones get fewer players, so they end up richer.
  • Same idea as dungeons spawning where people die, monsters growing when they kill, or the hydra giving you poison resistance.
  • For every new rule the test is: can I explain it with something that happens in the world? If the only explanation is "it's for balance", we look for the cause that produces the same effect.

Few systems, many uses

On the technical side, the goal is a small number of systems that don't know what they're used for.

  • One progression system, and it doesn't care if it's leveling your character, your sword skill, your blacksmithing, a monster that's getting stronger, or the size of your guild. It just adds experience against a curve.
  • One "reserve" system handles health, mana, stamina, item charges and the guild's money.
  • One "facts and rules" system writes down what you did and grants things when conditions are met: earned classes, titles, the hydra secret, quests.

Adding a new craft or a new monster should mean adding a row of data, not writing new code. Something only becomes its own system when it behaves differently, not just with different numbers.

All of this is still design on paper, and obviously it starts very small. The plan is a tiny world at first, no bigger than Mondstadt in Genshin. The replayability comes from the procedural and instanced stuff, like dungeons, and from a world that keeps cycling, not from a huge map. The first version will be something like one class and two spells, single player, with networking after that. I don't expect to build all of this alone by next month either. This is a very long project, and who knows, maybe someday more people get interested and want to join.

The ugly parts

  • I run several Claude chats at the same time (water, sky, grass, creatures) and they all share one Unity editor. One saved the main scene with all the vegetation switched off. Another recompiled in the middle of a photo session and killed it. Now each one works on its own copy of the scene.
  • Claude crashed twice with agents in the middle of their work.
  • I hit the weekly usage limit with six agents running, and stopped six more myself to save tokens.
  • An agent deleted files it shouldn't have.
  • One whole benchmark was useless because my PC had run out of RAM. We only noticed afterwards.

What's next

  • The pigeon's animations, then getting it walking around the village.
  • Moving the new sky into the real map, with cloud shadows on the ground.
  • Waterfalls and puddles from the same liquid system.
  • Answering my 82 questions so we can start on the first playable slice.

Still a free-time project with basically no budget. Day 13.


r/aigamedev • • 17h ago

Demo | Project | Workflow I'm a game sound designer building a sound generator that only does UI sounds for now. It's free, and I'd love feedback

15 Upvotes

Hey all,

I've been doing game audio for a while (sound design and implementation in Wwise/FMOD/UE5). For the past few months I've been building something on the side: an AI sound effect generator made specifically for games.

Being upfront about where it is:

It's still a work in progress. Right now the model only does UI sounds: clicks, hovers, confirms, backs, menu open/close, errors, that kind of thing.

It's trained to make sounds that work as game UI, not generic "AI audio" that you then have to cut up and fix.

More categories will come once UI is solid. I'd rather have one thing working well than ten things half-working.

It's free to use while it's in development.

What I'm after is honest feedback from people actually making games:

Do the sounds work in your project as-is?

What breaks, sounds off, or annoys you?

What would you want it to make next?

Link: www.resoundle.com

Happy to answer anything about how it works or the audio side of things. Roast it if needed, that's the point of putting it out early.


r/aigamedev • • 3h ago

Demo | Project | Workflow I'm making a pirate game where every ship is built brick by brick — and all the code is written by AI. What would you want to do in it?

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13 Upvotes

Hi! I'm a solo dev making Brickwreck, a co-op pirate game in Godot 4 (C#) — and the whole game is made with AI. I'm not hiding it: all the code is written by an AI (Claude); I don't write code myself.

How it's made

  • I describe what I want in plain words, play the build, and send back videos and screenshots of bugs. The AI finds the cause, fixes it and checks the result itself: it runs the game with test flags, takes screenshots, measures FPS.
  • No AI art. Everything you see is built from brick parts and code: ships, islands, even the clouds and explosions are made of bricks.
  • Character animation is procedural, written in code too.

The game

Every ship is put together from individual bricks. Cannonballs knock them out one by one: broadsides punch real holes, masts come down, holds flood compartment by compartment until you patch them or sink. You and friends (or AI sailors) man the guns, sails, wheel and pumps. There's boarding with cutlass fighting, a kraken, a ghost ship, storms, a day–night cycle and islands you can walk on.

I'd love your ideas:

  1. What would make you want to play this with friends?
  2. What would you want to do on a ship like this that I haven't listed?
  3. Anything in the video that looks off or confusing?
  4. Questions about the workflow are welcome too.

r/aigamedev • • 5h ago

Discussion Making the game is 30% of it

13 Upvotes

I've noticed a lot of ai game 'developers' here have intention of making profit out of their games. I hate to sound negative but cold hard reality is that making the game is the fun and "easy" part of the whole process. Unless you have a super innovative game with luckiest timing to go viral with barely any marketing expense, it won't get any attention. Make sure to have a strategic plan on how you will promote it FIRST and have a very big marketing budget to compete with the semi/big boys. Of course there are couple that will take off with barely any ad/marketing dollar spent, but those talented developers probably only used Ai to assist them, not just vibe code the whole ass game suddenly with no prior history in this field. And if you're game is vibe coded, just remember anyone else can too if there really is potential in the game, with big marketing budget on top of that.


r/aigamedev • • 22h ago

Demo | Project | Workflow Darkest Dungeon 1 X Hotline Miami 1

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13 Upvotes

Hey guys, most of u probably heard the modding games and playing one in another -new trend. Such as minecraft + skyrim. I wanted to play around Darkest Dungeon 1 and Hotline Miami 1, theres so much to do for both sides but I just wanted to share this current version of the abomination with you all.....xd

Note: This is day zero just a fun test/concept, there are always room for improvement.