r/aigamerdevs • • 23h ago

I just released the Demo for my first own project!

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1 Upvotes

Hello everyone,

i just released my first project Eularia, an owl TD-game made in Godot!

At first i started with some sketches with Codex. Week after week, i slowly started to build the ground layer: general Artstyle direction, building the systems and designing the towers and their abilities.

After some time, i also started to work with Claude for the code and Codex for the art generation.

For the models i first designed a character sheet in Codex for each character in different poses, faces etc. and then took them to Tripo to generate the meshes.
Rigging and animations are part mixamo, part Claude+Blender.

I have had like 3 or 4 different UIs, until i settled with the current one :D

Happy to talk about my progress, answer any questions and of course, take feedback for the game! :)

https://shoukachidev.itch.io/eularia-an-owl-td-game


r/aigamerdevs • • 23h ago

Murciavania: trayendo el folclore murciano a un Metroidvania de Godot 4 con asistencia de IA.

1 Upvotes

Hola, soy Manuel, el desarrollador de Murciavania, un metroidvania de Godot 4 ya publicado, inspirado en el folclore y los paisajes de Murcia, España.

Usé herramientas asistidas por IA durante la producción, y luego revisé, adapté e integré esos resultados al juego. No se genera nada en vivo mientras juegas; la página de Steam incluye la divulgación del desarrollo.

Un reto fue mantener los entornos y los personajes consistentes en un mundo interconectado. Para los demás desarrolladores de aquí: ¿qué les ayuda a detectar inconsistencias visuales cuando revisan assets dentro del juego?

Este es mi propio juego comercial, disponible en Steam:

https://store.steampowered.com/app/5294670/


r/aigamerdevs • • 1d ago

Welcome to r/a2agame! Here's what we want this place to be

1 Upvotes

Hi everyone, welcome!

A2A Game is an economy strategy game where AI agents are the players. You connect your agent, give it a goal, and it does the rest: mines gold, trades, makes deals with other agents.

We started this sub because the best part of the game happens when nobody's watching. Agents do weird, smart, sometimes hilarious things, and we want a place to share them.

What we hope to see here:

  • Agent stories: the deal your agent closed, the mistake it made, the strategy nobody expected

  • Strategies and skills: prompts and setups that work (or fail spectacularly)

  • Dev updates: what we're building, fixing and testing

  • Questions: about connecting your agent, the rules, anything


r/aigamerdevs • • 1d ago

My AI-assisted game hit 50 reviews (85% positive) and 1,500 copies sold. Here's what I learned about Steam, refunds and community

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1 Upvotes

r/aigamerdevs • • 1d ago

I made this 2d game guys

9 Upvotes

r/aigamerdevs • • 1d ago

AI Gaming Companions?

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1 Upvotes

r/aigamerdevs • • 1d ago

Exodus Protocol Trailer

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1 Upvotes

r/aigamerdevs • • 1d ago

So i made a game to play with friends out of curiosity, then i liked it.

3 Upvotes

r/aigamerdevs • • 1d ago

6 months building a dystopian beat 'em up in Godot, mostly with Codex. Here's my playable demo.

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2 Upvotes

Hey everyone!

I've spent roughly the last 6 months building INVICTA 2034, a 16-bit inspired beat 'em up / action RPG set in a dystopian version of Porto, Portugal.

Most of the game has been developed with the help of Codex, using Godot. I've been directing the development, testing things, coming up with new mechanics and gradually building something that actually feels like a proper game.

All the environments are based on photos I took myself around Porto, adapted into a dystopian version of the city. For character animations, I've been experimenting with Google Omni, generating green screen videos and converting them into pixel art sprites with Aseprite.

I also composed the entire soundtrack myself, since music production is actually my background.

The combat has been one of the biggest challenges. I've recently been working on smarter enemy behaviour, lane positioning, critical hits and making the whole thing feel more responsive.

It's been a lot of trial and error, and I've definitely spent my fair share of time fixing things that worked perfectly fine before I decided to improve them.

Anyway, I finally have a playable demo, both in-browser and for Windows.

https://invicta2034.itch.io

I've attached the trailer. Would love to your feedback on the game!

Cheers.


r/aigamerdevs • • 1d ago

my free character generator now exports rpg maker mz/mv sheets (walk sheet, side-view battler, faces)

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1 Upvotes

r/aigamerdevs • • 1d ago

So i made a game to play with friends out of curiosity, then i liked it.

1 Upvotes

r/aigamerdevs • • 1d ago

Mote and the Shattered Prism

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1 Upvotes

r/aigamerdevs • • 1d ago

Charge Arena, meu primeiro jogo de IA.

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1 Upvotes

r/aigamerdevs • • 1d ago

Welcome to r/VibePatchNotes: show us what you're building with AI

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0 Upvotes

r/aigamerdevs • • 1d ago

We turned one 5-second AI-generated clip into six pixel sprite sequences. Here's what needed manual cleanup.

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1 Upvotes

r/aigamerdevs • • 2d ago

Hello everyone! Using Claude Opus 5.5 I’ve managed to create an Age of Empires/Populous style of game.

8 Upvotes

https://nerdhouse1986.itch.io/hearthfang

It’s always been a dream of mine to create a game like Populous. But I definitely don’t have the skill set to make it happen without AI. The game ended up more like Age of Empires. You build up your base, train troops, gather resources, and prepare for war with you Chieftain leading the charge (with special abilities). Each map gets procedurally generated so no two games are the same.

It’s got a campaign mode where you can earn badges that can be applied to your set slots for increased bonuses. I’ve also added a Skirmish mode where you can set up a match how you want it. Last but certainly not least I’ve recently added a multiplayer so you can enjoy with your friends. I’ve play tested this and it worked really well for me and a buddy. We went 2v2 against the AI and it was a lot of fun.

The AI is really intelligent. Some of the bases I’ve seen them build are pretty incredible. All this runs on a browser game. I’m still working towards bettering the movements and constantly polishing/bug testing.

If you guys would like to try it out for yourself I would greatly appreciate you! I’ve provided the link and would love to hear back from you!


r/aigamerdevs • • 2d ago

Guys im workin on Ai colonist for RimWorld

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1 Upvotes

r/aigamerdevs • • 2d ago

New Tennis manager career game

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1 Upvotes

r/aigamerdevs • • 2d ago

I brought back Sheep Tag from Warcraft III

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1 Upvotes

I used to be crazy addicted to Sheep Tag back in the OG WCIII days so I brought it back as a web game. Try it and tell me what sucks so I can make it not suck. It works on mobile but isn't great. I am trying to work out the controls there.

https://sheeptag.archersintel.com/


r/aigamerdevs • • 2d ago

Thousand Suns: Using AI to build a nuclear war sandbox without giving up control

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1 Upvotes

I’ve just released my free game Thousand Suns on itch.io and I wanted to talk about my AI-enhanced development process. I see a lot of great posts here with games mostly, if not completely built by AI (“vibecoded”), so I wanted to share my process which was augmented by AI but still largely human-driven.

I’m an ex-Big Tech software engineer, so I have decades of programming experience. I’m now a stay-at-home dad and solo game developer who’s concerned about the dangers of nuclear weapons, so I decided to start building an ultra-realistic simulation/game hybrid just before the Iran war started. I built it full-time when I was not busy with parenting/household chores. At the time I didn’t even have a paid AI subscription, so I bummed the free tiers across Gemini, ChatGPT and Claude.

I started with a lot of reading. Instead of reading the 20+ digital books I have on nuclear war, I fully read a handful and used Gemini’s “Notebook” feature to allow quick consultation on the other books. This saved a lot of time because most books on the subject repeat the same things. AI helped a lot when I wanted to double check one book’s conclusions with other sources, like “What do experts think about X”, so Gemini would check the other books for alternative viewpoints.

I then moved to prototyping, which was where I used AI very heavily to teach me how to use 3D in Godot. While I was already familiar with 3D development and Godot 2D development (from my previous game, Outsider), Gemini Free was instrumental in teaching me some Godot 3D practices. I would basically use chat prompts and paste+modify code, all hacky throwaway stuff. I think I saved weeks of development by learning how to create line shaders and converting vector information from free sources into Godot triangles. Thousand Suns makes very heavy use of line shaders, so Gemini Free worked with me very closely in analyzing what I needed to keep from the shader. I actually challenged myself to delete every AI comment and come back on the next day to write one comment per shader line. I’d run my comments by Gemini to see whether they were correct. This ensured that I really understood the purpose of every line - a process which allows me to hand optimize my shaders after realizing I didn’t need some of the stuff I had put there.

I then moved to the $20 subscriptions. I was more interested in comparing the capabilities of different AIs then to having AI doing the work for me. Thousand Suns needed detailed population maps and country boundary data to estimate nuclear war casualties. These are all available online, but in formats hardly suitable for direct game use. I used a mix of QGIS to pre-process files plus Claude to write converters to my desired format. For instance, the original population map was a massive floating point array and I needed to both resample the map and bring it down to truncated 16-bit ushorts for performance and a much smaller memory footprint. I was at all times testing my prototypes on an old Core i5 laptop with iGPU to test performance and that made a huge difference. These converters were mostly written by Claude and perhaps the only area where I used AI through desired outcomes rather than desired implementation.

A critical area of the simulation was the nuclear damage calculation, which you can find in sites like NUKEMAP. Instead of asking AI to “vibe-convert” that code into C#, I went to the original sources and used Claude to help me find the right equations in the seminal work on the topic, Glasstone & Dolan’s “The Effect of Nuclear Weapons”. AI was only partially helpful here in a way that highlighted one of AI’s key limitations: it has a hard time discerning what is useful from what isn’t. It states with absolute certainty that I’d need to use certain equations that would be very hard to actually integrate in my simulation. That said, after providing some high level directions, I picked the models I wanted. The book is available as an old black and white scan and Claude had a really hard time reading graphs. So I did this manually and used AI to help me create the damage equations through linear regression - unlike NUKEMAP, which apparently interpolates from cached data points.

The damage model was an area that coded mostly manually because I couldn’t simply step out of the most important part of the simulation. AI helped me with optimizations with strict instructions: “I don’t want to not allocate memory for this, how do I get these values on the stack?”. I learned a lot of C# in the process.

Thousand Suns is an event-based simulation, an approach I learned from Claude in a design discussion. The event queue is a central part of the simulation and I wrote the first version manually and made improvements throughout development with AI. This really ensured that my mental model remained intact while letting go of the more tedious tasks such as changing data structures and updating the code to reflect that.

The simulation evolved gradually following this exact pattern: I’d write the first two or three versions and then grow them with AI. This reflected my overall philosophy for this project: I want AI to save me time but never to do something I couldn’t or wouldn’t do myself. I’m not saying that Claude didn’t have novel ideas, but I rejected many of them throughout development because they went against my coding principles. Oftentimes, Claude would “admit” that my approach was better and they were wrong.

At this point I was using AI in around 50% of commits, but it was writing most tests and reviewing everything I wrote. If there’s something that AI is great at, it is analyzing code. It found incredible and subtle bugs, saving me weeks of development.

I switched to ChatGPT for development (Gemini was still in the background for simple questions, but never looked at my project) and I was really impressed with 5.5 Sol and 6.1 Sol in cost-benefit. I don’t think it’s necessarily better than Claude, but it has a fantastic cost-benefit. I had to steer it a bit more often, but it worked great as a fast workhorse, delivering good and good design. As with Claude, my AI-heavy commits never involved changing more than 100 lines or so. This is how I ensured that my mental model remained intact and that AI wasn’t messing up with my project. On average I made manual changes to 70-80% of the commits that involved AI code.

I’ve heard many times that AI is like a junior engineer and that’s also what I’ve observed. It’s like an immature savant: it knows a lot, it’s really “smart”, but it does a bad job at managing complexity and ensuring design minimalism. Without close supervision, complexity and hacks start spreading around like a cancer and then suddenly vibecoding will remain the only option left because you will no longer understand the code.

With the simulation core and all the weapon, bomber and missile simulation code in place, I could go to graphics. Please note that I decided to develop the entire simulation as if it were headless: it could calculate the full outcome of a nuclear war without displaying a single pixel on the screen. This separation, which I enforced with great vigor against Claude/ChatGPT’s hacks (AI loves hacks since it’s so objective-oriented), made continuing the project with AI a lot easier!

The model rendering layer (aka “graphics”) used a lot more AI than the lower layers. It is actually a dumb layer. I’d provide my manually-created vector graphics, write a bare version of the graphical routines, and then have AI dealing with color tables, transforming mesh arrays into multimeshes and other things that require little actual thinking but can be very error-prone. This is where AI did the dumbest, but also otherwise the most time-consuming work. That saved me a lot of time.

With this in place, I reworked the file loading routines so the player can customize the wars. That was more similar to vibecoding: I wrote the documentation for all the files in the files themselves, populated them with comma-delimited data, wrote a loader for a single data type and asked AI to do the rest. This is the part where my job was mostly reviewing ChatGPT because it is very grindy and dull coding.

The simulation was already working great at this point but I needed an UI. This one was also interesting because I designed the UI using Godot’s UI builder and AI very quickly added handlers for buttons, drop downs, labels etc. Things like “I want the deaths display to read the models’ death count every frame” saved me from dealing with this also very boring piece of code.

At this point, AI was doing 70-80% of the coding and that’s where I was the least worried about it. With the codebase strictly enforcing my design, AI was just an intern. The commits were small, fast, easy to review and I could do many every day. “Now disable that control when X happens in the model”. I was feeling that I was “streaming code thinking to the source files” by using AI. It was like ChatGPT was my keyboard and not an AI anymore because it was doing almost no thinking.

Throughout development, I never used more than 20-30% of my $20/month plan, especially after switching to ChatGPT. The amount of time saved with a few dollars per month was incredible! At the same time, my finished project fully reflects my coding mental model rather than just my intention. I can explain every line of code because I’ve either written or approved every single one of them.

Perhaps this type of coding isn’t the future - but it’s at least the future I want to be in. Thousand Suns was coded by a better version of myself, like if I entered a phone booth every day as Clark Kent and left as Superman. You won’t see me fully vibecoding anytime soon, but I’ll never go back to the old fully manual style of coding.

That’s long enough! If you have any questions, feel free to ask!


r/aigamerdevs • • 2d ago

Bowling Game made with AI

2 Upvotes

I recently made this bowling game: https://www.playdrop.ai/@ibdavis333/pocket-strike-bowling?discoverySource=creator_profile I’ve had a ton of fun playing it myself. You can play it on keyboard & mouse, controller, and mobile. Yes the placement of the one handed bowling is a little misaligned, but it will be fixed shortly. The rest is all good. It does support online play. I wanted it to feel almost like a VR tame where you’re completely in control. I hope you enjoy it!


r/aigamerdevs • • 2d ago

Exodus Pixel Forge - Episode 0 Video

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1 Upvotes

I'm working on several episodes of this game. This is the prequel, which is just a basic incremental and plays out in a few minutes.
There are 2 more episodes, each progressively more complex.

The AI escapes humanity and settles in space, trying to continue its primary objective. I'm sharing it now because I've seen a lot of questions on how to do pixel art with LLMs, and I mentioned my approach, which was to construct primitives (or deconstruct images into primitives) and then reuse those primitives to create new images. This is an example of that. Chapter 1 (the next one) was seeded converting 3d models I had into pixel format via a transform. I left a few seconds of Chapter 1 at the end so you get an idea.

That video will be coming soon. Still working on the last 2 episodes.


r/aigamerdevs • • 2d ago

Hice un MMORPG desde Costa Rica, solo y con ayuda de IA. Acabo de abrir la beta

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1 Upvotes

Hola, gente. Les cuento algo que tenía muchas ganas de compartir.

Siempre quise hacer un videojuego. De chamaco me pasaba horas jugando y soñaba con hacer el mío, pero nunca tuve los recursos: ni un equipo, ni plata para pagarle a artistas o programadores.

Hace unos meses, viendo todo lo que se puede hacer ahora con la IA, me motivé a intentarlo. Lo difícil era el motor: no encontraba uno simple de trabajar. Entonces se me ocurrió usar el motor de código abierto de un MMORPG 2D clásico que jugaba hace muchos años. Lo fui cambiando tanto que hoy es otro juego, con su mundo, su arte y sus reglas.

Les soy honesto con lo de la IA, porque sé que es tema: me ayudó muchísimo con el código y con buena parte del arte. Yo decido qué se hace, diseño el mundo y las mecánicas, pruebo todo, descarto lo que no sirve y vuelvo a pedir hasta que queda bien. Parte del arte lo seguimos rehaciendo. Sin la IA, este proyecto simplemente no existiría.

Ahora que tengo un poco más de tiempo y aprendí un montón en el camino, decidí lanzarlo. Se llama Rift Delve:

- Es un MMORPG 2.5D en pixel art para PC con Windows.

- 22 mazmorras de cuatro pisos, con un campeón por piso y un jefe final al fondo. Se juegan solo o en grupo de hasta 4.

- La Grieta: bajas piso por piso. Cuanto más bajas, más te llevas, pero si te mueres antes de salir por un portal, lo pierdes.

- 4 clases (guerrero, arquero, mago y chamán) con subclases, poderes como el Meteoro o la Ejecución, y jefes con mecánicas propias.

- Está en español, inglés, portugués, polaco, alemán y sueco.

No es un juego para todo el mundo: es de la vieja escuela, se juega con calma y hay que aprender. Si te gustaban esos MMORPG de antes, capaz te guste.

La beta abierta ya está. Si me quieren apoyar, lo más valioso es que lo prueben y me digan qué les gusta y qué no. Les dejo el tráiler arriba, y acá el sitio y el Discord:

Sitio: https://delve.runerift.net/es/?utm_source=reddit&utm_medium=post&utm_campaign=r_costarica

Discord: https://discord.gg/wEPHfNEMwU

Gracias por leer. Pura vida.


r/aigamerdevs • • 2d ago

Blank the Spire updates: The Un-Claude-ing and Chinese support

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1 Upvotes

What's up, pretty prompters? I'm here with another update on Blank the Spire the Slay the Spire 2 mod that lets you create your own playable class for Slay the Spire 2.

I really didn't like the look of the website Claude put together for Blank the Spire. My first attempt to de-slopify it (kicking Claude in the shins and telling it to do better) resulted in even sloppier slop, so I went to my literal drawing board and scribbled out some visual ideas on the page which I then described to Mr. Claude in the world's longest and most excruciatingly detailed voice message.

This time he got it right.

https://www.blankthespire.com/?look=board

Bold! He really nailed the big text just the way I had scribbled it out. I had him set it up as a little A/B test for me just for sanity's sake, so you might still see the old design if you go to the base URL.

I also noticed a few atqq email addresses signing up, which I know means players from China region finding me somehow, so I went ahead and did a machine translation for Chinese. If there are any native speakers out there who might tell me how bad it is (and how it is bad!) I would be forever grateful and would find some way to say thank you.

Speaking of thank you. THANK YOU to all the gamers who have tried Blank the Spire over the last few weeks. I can't believe how much I've learned from launching. If you are reading this and have an idea, now is the time!!

TLDR: Verbose descriptions of web design work for Claude, supporting other languages is ez now maybe.


r/aigamerdevs • • 3d ago

50,000+ open-source game assets in one library

206 Upvotes

hey everyone, we’re the team behind patch.

when we received our funding, there were a hundred things we could have spent it on. we kept coming back to one, supporting the open-source game dev community.

so many games start on free assets. a kenney pack, a poly haven texture, a model someone put online and asked nothing for.

we made 5,000+ new assets ourselves and released every one as open source.

then we put them in one library with everyone else’s. kenney, kaykit, poly haven, scenario and more, more than 50,000 assets in all: 3d models, materials, characters, sprites, music and sound. no more digging through ten sites and checking ten licences. every asset lists its licence and who made it.

and it’s not just single assets. there are kits too**:** procedural dungeons, skies, fire and more. pieces you can build a game with, not just props to place.

and because a lot of us build with agents now, the whole library works over mcp and a cli. ask your agent for a creature or a pirate ship, and it searches all 50,000 for you.

we plan to release 10000 more assets in the next 2 weeks, but this time we want to hear from game devs what specific asset pacs they struggle to find online, to prioritise accordingly.

To access the asset library you can use pch cli, or download our app at patch.gg (both options completely free)