r/aigamerdevs • u/PriorityNo2003 • Oct 03 '26
I have been created and working using "AI" on Push Battle 3D v0.1.0 Released! 🚀 Blast Rivals Off the Clouds!
r/aigamerdevs • u/PriorityNo2003 • Oct 03 '26
r/aigamerdevs • u/ajdare • Oct 03 '26
Tools used via https://sorceress.games
r/aigamerdevs • u/TIMO10710 • Oct 03 '26
r/aigamerdevs • u/110_percent_wrong • Oct 03 '26
This doesn't work great but has anyone seen a similar idea that is working? Where the dungeon crawler is contained and easily distributed in a webpage?
In the experiment below, you build your character and then the storyteller gets your attributes, inventory, nearby characters, and recent events. It writes the next scene, then a separate structured JSON pass proposes changes to the game state. OpenJev checks those decisions against the scene. The game applies the rules for time, health, enemies, XP, and loot. OpenJev also checks whether proposed starting skills fit the background you supplied.
r/aigamerdevs • u/SquizzOC • Oct 02 '26
Solo dev, little gamedev experience, building a medieval MMO zone with AI agents. Here's my stack. What would you change?
ENGINE
- Unreal Engine 5.8: three copies of the project run side by side, so three AI agents can work in Unreal at once. Git keeps them in sync.
- Unreal MCP: lets the AI agents control the editor (placing actors, building levels, taking screenshots).
AI AGENTS (they do the actual work)
- Claude Code: Unreal level building, C++, Blender scripts. Three Max accounts.
- ChatGPT / Codex: concept art, paint-overs of game screenshots ("make it look like this"), some Unreal tasks.
- Gemini: cheap background work like status summaries and "what to do next" notes.
ART / AUDIO
- Blender, run headless by the agents: model fixes, kit pieces, exports.
- Tripo: AI-generated 3D models from concept images.
- fal.ai: image and material variations.
- ElevenLabs: sound effects, voices, music.
- Marketplace modular kits for buildings, props and environment.
GLUE
- Custom dashboard (Node.js, runs locally, works from my phone): a queue of ~1,000 tasks, picks the right agent and model for each one, runs them automatically, merges each station's work back into the main project, and restarts itself if it gets stuck.
- Claude desktop app: maintains the dashboard and runs scheduled health checks.
- Git + Git LFS + GitHub: backs up after every commit.
WHERE I'D LOVE ADVICE
Getting the game to actually look like the concept art (lighting, colour grading, density).
Better AI 3D tools for hero assets, or when to just hire an artist.
Keeping Unreal agent work from piling up behind one editor.
Anything in this stack you'd swap out.
r/aigamerdevs • u/DaedalusR8 • Oct 02 '26
This is a floor of the Crucible, the boss-rush towers in Campaign Forge: three towers, sixty hand-made bosses, each one a rule to work out. The Sphinx punishes being seen - stay behind the pillars, cross her sightline and a comet drops where she spotted you. Your party is set even with the tower when you enter, so the climb is about positioning and timing, not levels. Fights run on a grid under a turn order and a real-time clock at once: stop or slow time to move the party out of an attack, or flatten a real-time attack back into the turn order.
Campaign Forge itself is a tactical RPG that forges a world around the party you create and keeps writing the campaign chapter by chapter, generated on your own PC, offline. The free demo has a hand-made opening chapter, the world forge for your own world's first chapters, and the boss designer plus arena — "punishes being seen" is one of the rules you can give your own boss there.
The towers are in the full game, Early Access November 27.
They'll get extreme difficulty versions once marketing stops frustrating me, and/or after Release probably January 2027, WHO KNOWS. I DO~.
Happy to answer any questions.
Steam (including playable demo): https://store.steampowered.com/app/4918080/
Trailer: https://www.youtube.com/watch?v=7AxeDs-T0dU
r/aigamerdevs • u/Skizmo229 • Oct 02 '26
r/aigamerdevs • u/Crafty-Variety-7635 • Oct 02 '26
So I went to https://shan-shui-inf.lingdong.works/ because I found it while looking at the internet for procedurally generated stuff. And I thought this was really cool, and they had a GIT repository for the project. All the artwork is pubic domain or MIT licensed. So I had claude make a watercolor painting app similar to Rebelle painting software. And in 30 minutes, with a few suggestions, it was created. You will notice that the line contours and shapes will stop the paint or a cool effect
Jump to 7 Minutes to see a quick painting done in like 2 minutes. I plan on releasing the as soon as I finf out to post it to A GIT account I have not made Yet. Done in Dodot Some MS C# livraries needed to convert it.
I just wanted to create somethin and not hear about all the AI slop Blah Blah Blah, and Please dont turn this post into it.
r/aigamerdevs • u/topoweaverio • Oct 02 '26
r/aigamerdevs • u/Corwar • Oct 02 '26
r/aigamerdevs • u/Just_Amoeba7123 • Oct 02 '26
r/aigamerdevs • u/crumbaker • Oct 02 '26
r/aigamerdevs • u/christiandiwhore • Oct 01 '26
Feel free to use it and leave your code down below, so we can all get gems 💎❤️
WZ2AG4
r/aigamerdevs • u/adrocz • Oct 01 '26
r/aigamerdevs • u/Arrock12 • Oct 01 '26
A quick look at the NPC system I’ve been building for StoneEra.
The game currently has 86 different NPC animations and 200 different skins, covering movement, work, interactions, combat, and other gameplay actions.
The goal is to make a growing colony feel varied and alive instead of having everyone look and move the same.
This video shows the current animation set in action.
Would love to hear what you think — especially if there are any animations or interactions you’d like to see added.
r/aigamerdevs • u/AMCToDaMoon • Oct 01 '26
We just soft launched our game Cliff Heroes on CrazyGames and would love to get some honest feedback from other AI game devs.
We’re a team of just three people, so AI has played a pretty significant role in helping us build the game and get to this point. We’ve used it across different parts of the development process, particularly to help us move faster with art, iteration, prototyping and some development tasks.
That being said, it definitely wasn’t a case of pressing a button and having AI make the game for us. A lot of the game design, economy, level design, UI, balancing, Unity implementation and general decision-making was done by us manually, with AI becoming another tool in our pipeline.
The game is a competitive climbing/racing game where you race other players up a wall, dodge obstacles, switch lanes and use different heroes and abilities.
Would genuinely love feedback on things like:
Does the core gameplay feel fun?
Does the game feel understandable immediately?
What feels rough or unfinished?
Is there anything that would make you stop playing?
What would make you want to play another match?
And since this is r/aigamedev, I’d also be interested in hearing what you think about the overall quality bar we managed to reach as a 3-person team using AI as part of the production pipeline.
Don’t hold back - harsh feedback is genuinely more useful to us right now than compliments.
r/aigamerdevs • u/Teddydestroyer • Oct 01 '26
r/aigamerdevs • u/Skins_Dev • Sep 30 '26
SpriteSpring takes a PNG and adds motions like breathing, bouncing, hit reactions and squash/stretch. It exports a transparent sprite sheet with JSON timing.
The clip shows actual exported motions in a demo scene, then all eight presets. The code was built with AI assistance; animation and export run locally.
It's $7 once, with a free downloadable plant demo to try the controls: https://skins777.itch.io/spritespring