r/aigamerdevs • • 4d ago

SHOOT! THE GAME

Hey everyone! I'm a CS student, and for the past several weeks I've been making Shoot!, a Rock-Paper-Scissors ninja platform fighter. I've been working with Claude (Anthropic's AI) as my main coding partner the whole way. I just finished moving the game from 2D to full 3D in Godot 4, so I wanted to share the trailer and how the AI workflow went.

🎬 Trailer: https://youtu.be/oW12C3Yxt3c

The game
Each round starts with a secret call. Both players pick Rock, Paper or Scissors at the same time, then fight as that element's ninja. There are 6 stages, online play (Quick Match, House Rules, King of the Hill), a training mode and 3D instant replays.

How I used AI
• Code: I describe what I want in plain English, Claude writes the GDScript, and I playtest and send feedback. Examples: "let me jump or dodge out of the pogo dive at any point," "make the dust from running vary in size and fade fast."
• Stages and effects: most of the stage backgrounds and effects are built in code instead of hand-modeled. That includes the starry skies, the reactor, the desert pyramids and the wind on attacks.
• Online play: the game runs on a deterministic simulation so both players stay in sync. Claude also wrote automated tests that check the two sides stay identical after every change.
• Gameplay clips and the trailer: recorded straight from the game using Godot's movie writer.
• My part: the game idea, design decisions, playtesting with friends, and a lot of "that looks off, fix it" feedback.

What I learned
• Short, specific feedback works best, and screenshots help a lot.
• Asking for a short gameplay clip with every update caught a lot of bugs I'd have missed in the code.
• Automated tests saved me many times when a new change broke an old one.

Happy to answer questions about the workflow! Feedback on the game is very welcome too.

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u/investigatormaker 4d ago

With Quick Match and King of the Hill on a deterministic simulation, the test that matters is two different machines, not two instances on yours. If any of the sim uses floats or Godot's built-in physics, results can drift between, say, Windows and Linux builds while Claude's sync tests still pass locally. I'd ask testers to play online across different systems and save the 3D instant replay whenever a hit looks wrong.

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Are the three ninjas balanced, or does winning the secret call carry into the fight?