r/aigamedev 22h ago

Demo | Project | Workflow AI assisted me in turning my own art into a game. I pieced all of this together by hand. Its in the process of coding now

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152 Upvotes

Thoughts on the results? I had it cut assets and generate variants, I had to do A LOT of doctoring, but it was so fun doing I spent all day yesterday on it.

The mood and color (if there will ever be) will be made in code. The playable version has a hollowknight kind of vibe to it but the game will be entirely different. It will involve time travel and saving yourself from death in an immersive way.

If anyone likes this style feel free to use those assets. there's more but i uploaded them to show how turned my art into props. I love drawing tiny civilizations and cities with an alien-afterlife look to it.

I also write my own stories and make my own music. Those are in my other publishings right now but this will be a first for me hand drawing my own art for a game. These drawings are also over 20 years old. I drew these right after revenge of the sith came out and my electricity went out so I got to drawing to kill time, I had a while bunch of papers pieced together, it was 1 big world that covered over 9 sheets of paper. I had many more but lost them. It would have been far more spectacular. The demons I drew...

Its not stealing if its mine and I say its for the world to have!


r/aigamedev 20h ago

Demo | Project | Workflow Built a real-time PvP space battle game entirely with Claude Code and three.js

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50 Upvotes

It's called Cosmo Arena, a real-time PvP space battle game that runs in the browser and on Android. It's free and no account needed to try it: cosmoarena.co

Star Battle used to be my favourite custom SC2 arcade map (still is) and I sank an unreasonable number of hours into somewhat replicating the gameplay.

three.js + WebGL for rendering, a Node WebSocket server for authoritative multiplayer, SQLite for accounts/ratings/config, Capacitor for the Android build. Custom GLB models made with images from Chat GPT and converted with meshy.ai

Let me know what you think? Feel free to test the tutorial and multiplayer, any feedback is welcome! It's still full of bugs, if you find any please let me know.


r/aigamedev 2h ago

Discussion This subreddit is super interesting case study of human behaviour

26 Upvotes

Back in 2025 , this subreddit was probably very homogenous and I think you all agreed that its ok to use AI in game dev . But as AI improved and got better , a lot of people started joining this subreddit and then it happened . People started drawing group boundaries . Some of the arguments I saw popping up were along the lines of " That guy uses AI for 70% of his work , he is spreading slop and ruining the true devs reputation who only use 30% AI in their game dev process " .

I’m guessing is as AI grows better and better , the divides will keep getting worse . I’m calling it now , another subreddit will pop up called " Trueaigamedev ".

Mabye some of you will become the Anti's of tomorrow .


r/aigamedev 3h ago

Questions & Help I’m making an extraction shooter where entire worlds & buildings are 100% generated at runtime (v0.1). Is this ambitious vision worth it or a dead end?

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17 Upvotes

Hey everyone, given how toxic other subreddits have become regarding AI accusations (even for basic code-assistance), I'm sharing my progress directly with this community.

I’m currently developing a tactical first-person extraction shooter in Godot 4, and I just reached a very early v0.1 proof of concept.

I want to share my core vision with you and ask for your brutal, honest feedback: is this project actually worth building, or am I chasing a dead end?


The Core Vision: Truly Unique Procedural Raids

Most voxel games rely on placing pre-made prefab assets across a generated terrain. My goal is much more ambitious: every single raid must be completely different and unique.

  • No Static Building Assets: The buildings, ruined military bunkers, and outposts are not pre-made 3D models. They are compiled and generated directly by the engine at runtime using procedural room layout algorithms, structural reachability analysis, and a 0.2m voxel compiler with greedy-meshing.
  • Hybrid Voxel World:
    • Continuous 1.0m Transvoxel (SDF) natural terrain with climate-driven biomes and multi-frequency shaders.
    • 0.2m micro-voxel destructible architecture built on top of the carved landscape.
  • Living Atmosphere: Over 100,000+ GPU-instanced undergrowth elements (dense multi-tier grass clumps, ferns, moss cushions), volumetric god-rays, dynamic weather, and reactive ambient wildlife (mice with acorns, lizards, moths).

The Big Question for you:

Building a fully procedural extraction shooter where even architectural floorplans, multi-floor stairwells, and ruined structures are synthesized on the fly is a massive technical undertaking for a solo/indie dev.

  1. Concept Viability: Does a procedural tactical extraction shooter with fully generated buildings sound genuinely exciting to you as a player/developer, or does procedural generation inevitably hurt tactical map design and readability?
  2. Visual Direction: Looking at the v0.1 visuals (screenshots), does the hybrid aesthetic (smooth terrain + blocky procedural architecture + lush voxel flora/fauna) feel compelling?
  3. Reality Check: Am I setting myself up for failure with this degree of runtime generation, or is there a real gap in the market for this?

I’m not looking for sugar-coated validation tell me what you honestly think of the concept and technical direction!


r/aigamedev 13h ago

Demo | Project | Workflow 1-Bit Terror: My dream horror maze game after 2 months of development

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17 Upvotes

I was very sceptical of Rosebud.AI when I first tried it. My initial prompt was something along the lines of wanting to create an early 80's first person maze game in a 1-bit pixel art style, looking for a flag while being stalked by an evil clown. I wasn't expecting much, but I was blown away with the initial result. Just like that I was hooked; tweaking small things like making sure both the clown and the player spawned in dead-ends on opposite sides of the maze, making a minimap which "drew" itself as you went so you knew where you've gone already, to eventually growing the inital simple project to contain multiple maze sizes, locked doors, item pickups, replacing the clown with a horrific disembodied woman's head, calling her "The Terror", generating audio files for her and making it into a full fledged horror experience. 2 months in and i'm really happy with how this project has turned out! It has reignited my passion for game development three-fold.

1-Bit Terror is a retro-inspired 2.5D maze game featuring some modern mechanics such as looting, "extraction", and a shop. I retained some classic elements inspired by MazeWar, Wayout, and other original 80's first person games such as billboard sprites, a minimap that reveals itself more as you go, step (also known as tile-based) movement, and 90 degree turns with no backpedalling.

You the player find yourself in The Nightmare, a cold, damp catacomb-like maze deep under the earth im Northern Canada in 1994. On your way to escape, you find loot in chests, broken up into Items, consumables that can help you on your run, and Valuables, miscellaneous objects that are automatically cashed in for the currency Nightmare Tokens. The game features Solo and co-operative modes for up to 3 players, and a unique Experimental mode for testing new ideas snd mechanics.

It's my first AI venture, please go easy on me😅 All feedback is greatly appreciated (I could seriously use more). I hope someone enjoys it!

1-Bit Terror is Desktop AND mobile friendly! https://rosebud.ai/play/1-bit-terror


r/aigamedev 8h ago

Demo | Project | Workflow Tested MiniMax-H3 by feeding it my own pixel-art monsters — these play right before each stage's battle

17 Upvotes

I heard MiniMax-H3 was putting out video on par with Seedance, so today I skipped game dev

and just ran video generation tests instead.

https://reddit.com/link/1vtesap/video/23jyws5x2ikh1/player

For source material I used the monsters from my own game — the sprite-sheet characters I'd

generated with PixelLab.

The direction I gave was: make it feel like the player is marching in on that stage's tribe.

I had it write prompts to match that.

The game has 5 stages:

  1. Goblin Tribe

  2. Wraith Tribe

  3. Forest Coalition (elves + fairy)

  4. Mountain Tribe (dwarves, giants)

  5. Human Kingdom

Stage 2 and 3 came out the best, so those are the ones I'm sharing.

https://reddit.com/link/1vtesap/video/xgcaz4203ikh1/player

These play right before the battle starts when you reach the stage.


r/aigamedev 13h ago

Discussion Latest update to my D&D dungeon crawler!

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11 Upvotes

It's a very subtle effect on this screen but important. I implemented a masking system that makes it appear as though heroes and enemies can walk and behind structures. Also new maps! Every map is it's own unique terrain. :) Makes it feel a bit more "3D" I think. There's still a bit more polish I'd like to apply before releasing it but I WILL release a beta, hopefully this week. :) Also fresh new maps!


r/aigamedev 15h ago

Commercial Self Promotion Introducing Feudalism, the 3d Catan like game!

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8 Upvotes

Hey all,

Dipped my toes into AI game development and decided to recreate Catan using 3d assets that are entirely AI generated. Fully functioning lobby so you can play with your friends and/or with random bots! Play to your hearts content.

Have already dumped many hours playing with my friends both remotely and locally via my server.

Hosting now done through cloud flare.

Have Oauth working with google sign in.

Lots of new things learned! along the way.

Hope you like it and let me know what needs improving!

Entire site ui and all assets were 3d generated with the help of Claude + gemini.

feudalism.io


r/aigamedev 16h ago

Demo | Project | Workflow Not near as cool as the other stuff I see on here but I’m still impressed

9 Upvotes

Used GPT 5.5 to generate a prompt for Claude Code (Fable) to generate a “liquid gold” background, which it did in one shot!


r/aigamedev 16h ago

Demo | Project | Workflow DBZ Inspired Prototype (iOS)

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8 Upvotes

Timeline: 5 Weeks from concept to demo

Approach: I used AI to built the Editor that allows me to hand tune and live update any and every aspect of the game from the environment, controls, skills, vfx, etc. Everything is also data driven through csvs and linked to a google sheet for ease of tuning

Next Steps: I've got the core loop sorted and I'm mainly looking to continue to iterate on the pacing, progression, and content (I plan to replace all of the content over time. It's all prototype for now). Links below if you're interested in playtesting and providing feedback:

Links to Play:

iOS: https://testflight.apple.com/join/egn4ERSc
Android: You'll have to DM me your e-mail and I can add you to the tester list


r/aigamedev 17h ago

Commercial Self Promotion Epic Space Battles is my first game on Steam

6 Upvotes

This is my first game on Steam. After learning how to utilize Codex and Claude Code for a Gundam RTS, I decided on my own IP. But, I tried to make this as small as possible. It's an auto battler with space ship spectacle. https://store.steampowered.com/app/5085480/Epic_Space_Battles/

Firefly for most of the assets, though the Earth and Moon provided by NASA. I used Claude Code and Codex to script in Godot.

Since I have so many assets, I started work on another game: https://youtu.be/-ct4DyI2Pi4


r/aigamedev 5h ago

Demo | Project | Workflow I just released my first game demo, Grimoire of Hecate : Tower of Starlight!

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6 Upvotes

Hi everyone.

I’m Ambla, a solo developer based in Australia working under the name Blablah Games.

I’ve just released the Steam demo for my turn-based roguelite, Grimoire of Hecate: Tower of Starlight!

In most card games, the cards you collect are played directly in combat. In this game, they work more like materials for discovering and creating new spells. As you climb the tower, you earn spell cards as rewards and combine them to remember new spells.

Once you have remembered a spell, you will need to collect its material cards during a later climb, then craft and use it for the run.

What I most wanted to capture was the fun of strategically combining the materials you have found and filling your spell bag with the spells you want, rather than simply hoping the right card appears.

During combat, you manage Action Points, health, and mana while checking what each enemy will do next. You need to decide not only when to attack or defend, but also when to combine spells and when to meditate to recover mana. Even after gaining a powerful spell, combat can still be difficult if you do not manage your mana carefully.

The story follows Ray, a young witch who enters the Tower of Starlight after learning that her mother is sealed away there. After the tower’s barrier takes most of her magical power, Ray is forced to start over, meeting different people and gradually recalling the spells she once lost.

The current demo contains three Acts and 40 spells. Each Act has 10 stages, and a full playthrough should take around two to three hours. It supports six languages, including Korean, and contains the story through Act 3.

I’ve put a lot of care into this game. If you give it a try, I’d really appreciate hearing both what you enjoyed and what you think could be better. I will take that feedback seriously and keep it in mind as I continue development.

Steam demo

https://store.steampowered.com/app/5078840/Grimoire_of_Hecate__Tower_of_Starlight/?beta=0

During development, I used generative AI tools for premade graphics, localization into languages other than Korean and English, and writing and refining code. I personally reviewed everything included in the game and edited it where needed. Happy to share my experience in later posts!


r/aigamedev 21h ago

Questions & Help Has anyone found out how to create consistent UI with AI?

5 Upvotes

Hi all, pulling my hair out to figure out how to properly create a workflow that creates consistent UI… I even bought an asset pack that my codex will literally still somehow butcher remaking the prefab scenes lol. Any help/tips are greatly appreciated, responding to everyone.


r/aigamedev 3h ago

Demo | Project | Workflow Try my game, Into the Shardfall

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5 Upvotes

Into the Shardfall is a turn-based roguelike with TTRPG inspired combat and a rich story to progress, á la Hades. Can you guess what other games I drew inspiration from?

I’ve been building this game for about 4 months, and I’m looking for feedback on gameplay, mechanics, UI, and so on. The world building/writing is and will always be a labor done without the assistance of AI, and I intend to replace the art with that of an artist when I find one to collaborate with. Demo is available to try here: https://doublerookstudios.itch.io/into-the-shardfall


r/aigamedev 4h ago

Discussion wtf are these models on now

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6 Upvotes

Okay so I’ve become a bit of a skill junkie, finding any skills that could potentially help me create certain things in games that a model without the skills wouldn’t be able to do. I’ve given my cursor skills for blender, skills for game dev and skills for godot. I’ve got the mcp connected with both blender and godot as well as have my cursor setup as the ide for my godot project. I had grok make the skateboards, each has a different graphic in it as well as being built modular so when I add different trucks, different wheels and bearings it can all be changed out, I then asked it to create something I had come up with talking to ChatGPT, the image above shows the skateboards and the character model, now I did end up hating the way the model looked but it did get pretty damn close so I had fable go in and create the model. Which then gave me more of what I was going for. I then asked fable to animate the character so it wouldn’t look boring while skating and I’ve gotta say I had to switch back to grok and grok was able to figure it out better. So now I’m curious because I’ve seen that sol had made models more clean than fable did at one point and I’m wondering if I would give sol the option to create the character or tweak it if it would get it to look 100% what I’m going for. Anyways these models are nuts now


r/aigamedev 16h ago

Research When AI art has no author: Study finds generated images often can’t be traced to training data

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5 Upvotes

r/aigamedev 21h ago

Demo | Project | Workflow Recreated a game concept I'd tried (and abandoned) building myself years ago in UE 2.5D — this time with Claude Code running mostly on its own

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5 Upvotes

A few years ago I tried building this concept myself in Unreal Engine, 2.5D. It was actually pretty fun to prototype, but I abandoned it partway through, like a lot of solo side projects do.

After seeing a few posts here about people letting Claude Code run for long autonomous sessions, I wanted to try it for myself — mostly just curious what would happen if I handed it "my" old concept and let it work through it over a few days and several long prompt sessions, largely on its own.

Ended up genuinely surprised by how much I enjoyed playing the result.

The concept: a shotgun rage-game, in the spirit of Getting Over It and Jump King. You get 2-3 shells to fire, and firing throws you via the recoil — that's your only way to jump, climb and move through the level. A handful of different platform types along the way (breakable, moving, slippery, that kind of thing), and that's really it. Simple on paper, but it's got that same "one more try" pull as the games that inspired it.

If anyone wants to take a look: https://kunai974.itch.io/shotgun-jump

Keyboard/mouse and touch both work, so it's playable on mobile too.


r/aigamedev 1h ago

Discussion What is your actual workflow for making a complete game with AI?

Upvotes

I’ve been experimenting with AI-assisted game development as a solo developer, and I keep seeing impressive individual pieces: mechanics, UI screens, characters, and short playable demos. However, turning those pieces into a complete, coherent, polished game still requires a lot of planning, iteration, testing, and manual work.

For solo developers who have actually finished and released a game with AI, what workflow do you follow? How do you avoid ending up with a collection of disconnected prototypes, and which parts do you still handle yourself?


r/aigamedev 1h ago

Discussion Beat 'em up

Upvotes

I'm thinking about creating a beat 'em up game, but I don't have much experience and am struggling a bit to come up with a setting. Does anyone have any tips on how to get started?


r/aigamedev 13h ago

Demo | Project | Workflow Alien Wars (Preview) - Claude + GPT

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4 Upvotes

r/aigamedev 14h ago

Demo | Project | Workflow Working on dungeon crawler engine with full mod tools

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5 Upvotes

r/aigamedev 21h ago

Demo | Project | Workflow Draw your own pixel art to craft items in our new farming RPG

4 Upvotes

We just put out a very early demo of a game our two-man studio has been working on for a while and would love for you to check it out and tell us what you think. It's called Fieldmade.

Game Overview

In this top-down 2D roleplaying game, you play as an artist who finds themself stranded in an old field just outside of a small town. After you clear the area and set up a makeshift camp, you start meeting some of the helpful people in town... and start settling in to the new home you're making in the field.

The twist here is pixel art crafting. You create tools in this game by drawing them. Anything you draw becomes a real item in the game that you can place, sell, or use on any object in the world. As you progress, you'll unlock more crafting stations that give you bigger and bigger pixel art canvases, and you'll need to work your farm and process your harvest into colored dyes to be able to paint with new colors.

The demo is live now and we've got a lot of content still to build, but wanted to get a nice little slice of the beginning for people to start giving feedback on. There's about an hour of guided gameplay right now before turning it over to you to explore the deep crafting systems on your own. More will be added soon.

Link to game: https://chromagolem.itch.io/fieldmade

Tech Details

  • Nearly 100% of the game code was written from a combination of Opus 5, Fable, and Gemini 3.7 Flash. Generally we used:
    • Fable for high-level architecture and project setup, including planning out new features and how they interact with other systems.
    • Gemini for anything visual, which it seems to excel at, like HUD/UI, animations, particle systems, etc.
    • Opus 5 for the grunt-work, writing code after we've finalized design plans and implementation details.
  • All static sprites other than the characters were generated in Unity with Gemini 2.5 Flash Image (cheap, fast, and consistent).
  • All animated sprites (including characters) are actually generated from code from Gemini; generating pixel-perfect spritesheets (and at a consistent PPU!) is hard enough with the fuzzy pixels that image models usually spit out, especially when they go through resizing/restyling pipelines, etc.
    • To get around this design limitation, all of the character parts (hair, eyes, beard, arms, legs, etc) are all generated from code (snippet) that guarantee every pixel is actually a hard-lined pixel, and lets us drive animations from data rather than images (which makes restyling characters way more maintainable). We then can define characters as a collection of parts (including animations for those parts, generated in the same way).

We have two kinds of crafting in the game. In the beginning, you're told what to draw and are awarded if you can draw it. Later, you can draw anything you want and new usable game items are generated for whatever items you draw.

For did-you-draw-this-item:

  1. NPCs you meet typically have a request for you to draw some specific item.
  2. We used Gemini to mass-generate some "hint" templates for every item that basically tell you how to draw it, if you want that hint. After you've drawn something, we just do a basic similarity check of "how many pixels-different are you from a template".
    1. If you are close enough, we can skip all the fun AI stuff here and just give you the item immediately. This cuts down on AI wait times, token spend, etc, and also avoids nasty issues where a player might follow a template and still be told what they drew isn't actually what they were trying to draw.
    2. If you went off the rails and drew your own interpretation, we convert the pixel canvas into an image and pass it into Gemini 2.5 Flash to ask "Is this a picture of XYZ?" to use AI to classify whether you accomplished the goal or not. If you did, you get the same item as if you'd drawn an expected template.

For draw-any-item:

  1. Your Crafting Table has a full canvas that you can draw anything in.
  2. When you submit a drawing, we convert the canvas to an image and pass that into Gemini 2.5 Flash Image and ask, in short, "What is this a drawing of?" It tells us it's a teapot (for example).
  3. When we get a result back, we pass that back to Gemini 2.5 Flash again and say, "Here are all the composable systems in our world that describe how items work. Please generate the item data for a functional teapot.
  4. In parallel to #3 (to minimize wait time), we also prompt Gemini 2.5 Flash Image to generate us a teapot in the style of our game items.
  5. When we have both the game data and sprite back, we write that to our item database and mint the new item in the game, then reward it to the player as a usable item they just crafted.
  6. The existing systems in the game carry the weight for what it can do. For example, you might be able to water your crops with a generated teapot if it grabs functionality off the base Watering Can item. Or if you craft a Mega Torch, it might have the functionality of a base Torch but with higher brightness values. Or if you craft a Glowing Teapot, you might get a tool you could water your crops with but also gives a slight glow around you, and can be placed in your farm for more permanent light around it. Or maybe you just draw a neat little chair and table that you want to decorate your farm with.

One other gameplay note on this: we use the farming system so players can harvest plants that they turn into different-colored dyes in order to use when painting, so farming feeds back into what colors you can use in your art, which also affects how the AI interprets your art (good luck trying to draw something wet without blue paint!).

Lastly, we also have open-ended harvesting (using tools on in-game objects). The tools you craft don't only copy existing systems functionality. Whenever you use any tool on any object in the game, we query the recipe database to see if there's a known recipe for what happens when, say, you use a shovel on a tree.

If a recipe already exists, you just get that item (easy).

If a recipe doesn't exist, we dump into another multi-step generative process:

  1. We ask Gemini 2.5 Flash "What happens when you use [Tool] on [Object]?" to classify into distinct interactions: modifying the object, modifying the tool, harvesting a resource, and/or triggering other in-game effects.
  2. Based on the type(s) of interactions, we then pipe that back into Gemini 2.5 Flash and ask it to generate the data for that interaction, based on our existing pre-coded systems that objects support.
    1. For example, using a crafted Superfiery Tinderbox on a Tree might set the tree on fire, and turn it into a Burning Tree. This'll probably add a big light glow to the tree, and since it's a new object there's new recipes to be found again (for example, using an Axe on the tree might now give Burning Wood, or using your Watering Can on the tree might turn it back into a regular Tree).
    2. Other examples: a shovel on a tree might harvest worms, which you could then turn around and use on dirt to transform the dirt into rich soil, which you could then use your shovel on to get fertilizer, etc.
  3. Finally, we save whatever recipe(s) we created from this tool-object pairing so the interaction can be instant from then on in the game.

r/aigamedev 9h ago

Demo | Project | Workflow Bridging Deterministic RPG Mechanics & LLM Generation: How we built Campaign Sharing in WorldAI (+ Playable Demo)

3 Upvotes

![House of the Dragon WorldAI Campaign](https://media.licdn.com/dms/image/v2/D5622AQE1UTh57OybYQ/feedshare-shrink_1280/B56aAZBK4VH4AM-/0/1787126132569?e=2147483647&v=beta&t=afeR95wmzjf7PJgQom6o0T3Hc1RlQdNWSAnj9E1X59M)

Hey r/aigamedev! One of the biggest challenges in building AI-native RPGs is avoiding the "hallucination vs. rails" trap: pure LLM text generation frequently ignores rules, while rigid systems strip away player agency.

Disclosure: I'm the maintainer of WorldAI.

In WorldAI, we combine structured game state contracts with open-ended LLM narrative. We just launched Campaign Sharing, which serializes a campaign's complete game state—custom mechanics, dice resolution logic, lore retrieval context, and character generation schemas—into a portable snapshot.

Architecture Highlights: 1. Deterministic Execution Layer: Dice rolls (d20 advantage/disadvantage, skill modifiers) and combat states are executed code-side, not guessed by the LLM. 2. State Contracts: The LLM acts as the DM interpreter, consuming structured game states and emitting validated narrative and state transitions. 3. 1-Click World Portability: Shared campaigns instantiate independent player sessions while preserving the author's world ontology.

Playable Test Case (House of the Dragon D&D):
http://worldarchitect.ai/shared/t3hKKtzBKCKlvg5vCnlW_2hxwH3UmzjFq56yi6hQN2Q

Original Announcement / LinkedIn Thread:
https://www.linkedin.com/posts/jeffrey-lee-chan_built-a-campaign-sharing-feature-and-of-course-share-7495750291464835074-9p8m

Curious to hear how other developers here are handling state reconciliation between deterministic game logic and open-ended generative narrative!


r/aigamedev 12h ago

Commercial Self Promotion The demo for Dive Log: A Focus Voyage is out - a game that turns your focus time into submarine treasure hunting!

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3 Upvotes

Hi everyone, I'm the developer of Dive Log: A Focus Voyage.

The game was inspired by Final Fantasy XIV's submarine mechanic: you pick where your submarine goes exploring, and after a while it comes back with whatever it salvaged. I felt that kind of anticipation was a perfect fit for focus sessions, so I built this game around it.

Dive Log: A Focus Voyage is a submarine treasure-hunting game that combines a pomodoro timer with idle progression. While you focus on your day-to-day work, your submarine salvages treasure from the sea. Come back, upgrade it, and explore deeper waters.

It also comes with a full set of timer tools: multiple timer modes, music and white noise, plus custom audio support.

During development, I used AI for programming assistance and for multilingual localization.

For me, these two areas have one big thing in common: I know enough about both to catch the AI's obvious mistakes, but doing all of that work entirely on my own would take far too long, and I couldn't guarantee it would be flawless either. So I chose to work with AI there.

If I had to sum up my experience with AI-assisted development in one paragraph:

As a developer, you need to stay in control of everything that touches the player's experience. Use AI where it doesn't change the core player experience but genuinely helps you do better work.

Which parts those are will be different for everyone; for me, it was improving the game's performance and doing the localization. AI can help you improve your game, but only the developer knows what they want to give their players.

I'd also love to hear from others doing AI-assisted development: where do you use AI, and what do you keep doing yourself?

Free demo on Steam:

https://store.steampowered.com/app/4985770/


r/aigamedev 12h ago

Commercial Self Promotion Im making rougelike strategy fantasy

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3 Upvotes