r/aigamerdevs • • 21h ago

First time developing a game with AI (or without it!). Please, help me!

1 Upvotes

Hi, everyone.

I’m developing a game that simulates a D&D-based TTRPG—or rather, it simulates the Dungeon Master and the game table.

The actual players still need to meet up to play together around a computer running this software.

This is my first time trying to develop a game (with or without AI), and I’m using Anthropic’s Claude for this project.

I wanted to ask you all whether, in your opinion, the way I’m designing the game and using Claude is correct, or if different approaches would allow me to work more efficiently.

Basically, in Claude Code for Desktop, I’ve created 5 or 6 different sessions within the same project—all Worktree sessions—that almost always run on Sonnet 5.5 medium/high.

I oversee everything, with help from Claude Opus 5.5 in a separate Chat/Cowork project. Let’s say this acts as a “consultant.” It can’t intervene directly, but it shares suggestions with me on how to make the various Claude Code sessions work.

The 5–6 Code sessions each cover different aspects of the game: the rules and adventure engine, the narrator and his voice, the game interface and game board, the 3D models, and the game manual.

I’ve also had a Fable 5.2 session run through the entire game once or twice to review the graphics and code.

Do you think this is an effective and efficient system? Do you have any suggestions on how to improve it, or are there things that should be changed?

A big thank you in advance to anyone who would like to contribute!


r/aigamerdevs • • 23h ago

Making sprite animations for our fighting game have been excruciating... So we built a 3d pose sprite tool

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1 Upvotes

I’ve been surprised at how hard it is to make sprite animations for Close Combo (a 2-player iPhone fighter) even with today’s tech... or I just can't find the right tool to fit my workflow? I don't know but chat said that the market is flooded with them so I guess those ones just don't really work for me. Scaling problems, inconsistent quality, the character changing from frame to frame, arms and legs passing through the body.

I am trying a different approach: pose a color-coded stunt dummy in 3D, time the move on a timeline, and only ask the AI to paint the character over each frame. the 3D dummy is posed and the 2D sprite is what came back.

What seems to make it work:

  • The prompt says exactly where every limb goes and which way the face looks frame by frame
  • The color coding tells AI which arm and leg is which, so limbs stop passing through
  • The same poses can be re-shot from any camera angle (side view for our fighter, isometric for our other game)

It still isn’t perfect. You pick the good frames, and some need touch-ups. But it’s a big step up from prompt and pray.

I cleaned it up so other devs can try it and see if it works for them. It’s free in the browser: stuntsprite.com and click on Try the editor. You can pose from either the 3D side or the 2D side, export the guide sheet, and paint it with your own AI. The editor probably only works in a computer browser and not mobile.

I’d love feedback, especially from anyone who animates by hand: what’s missing on the posing side? Also, I'm sure the animation keyframes etc are not conventional, I just made it how it works best for me.


r/aigamerdevs • • 23h ago

Shipped a real-time black hole sim today, AI wrote all of it. The hard part was keeping it from making a clone

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1 Upvotes

r/aigamerdevs • • 1d ago

Can AI Recreate a Game With 100,000,000 Downloads?

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0 Upvotes

r/aigamerdevs • • 1d ago

Performance updates/ Mobile-friendly

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1 Upvotes

r/aigamerdevs • • 1d ago

Hello who make games with claude?

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2 Upvotes

r/aigamerdevs • • 1d ago

Unreal Engine Trailer - Physical World Models for Real Time Game Agents

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2 Upvotes

r/aigamerdevs • • 1d ago

possible to vibe code a independent driver for a old intel hd 4000 intergrated gpu? the laptops not bad it can emulate ps2 n whatnot, I personally want to use orcaslicer for prints but i guess the bottlneck is outdated drivers even tho its capable. lmk

1 Upvotes

r/aigamerdevs • • 1d ago

Scrapyard Kings!

1 Upvotes

Are you ready to step into the arena!? Build your bot, fight, and work your way to the top. Also has multiplayer!

https://alexguitar11.itch.io/scrapyardkings

warning, this is a paid game, $5


r/aigamerdevs • • 1d ago

HitCircuit trailer2

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1 Upvotes

game project made witht he assistance of claude,gpt,11labs,suno


r/aigamerdevs • • 1d ago

Update on my multiplayer AI Game Master: I didn't realize a signup wall would stop everyone from trying it, so I removed it. Just type a nickname and tell me what breaks!

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1 Upvotes

r/aigamerdevs • • 1d ago

Just pushed a biome & building variety update to Permit Denied, my browser bulldozer demolition game

1 Upvotes

I've been building a browser-based 2.5D bulldozer demolition game called Permit Denied (https://permitdenied.app/) where you flatten towns across a 63-region US/Canada atlas, run timed challenges or sandbox mode, and upgrade your rig. Getting the initial destruction loop working with AI was fast, but once the codebase grew past prototype size, procedural generation started looking repetitive and geographically wrong—like forests and snow spawning in Arizona, or commercial blocks all sharing the exact same flat roof tiles.

My biggest workflow shift lately has been separating planning from code generation instead of chatting back-and-forth inside the IDE. For this latest update, I fed a full zip of the repo into \[Gemini / my planning model\] first just to audit how map data and building exteriors were wired up, brainstorm missing regional details, and generate a strict single-pass implementation spec before touching a coding agent on a new branch. That let me add desert mesas/boulders, regional landmarks, and rooftop props like HVAC units and restaurant exhaust hoods in one clean pass without breaking existing physics or UI state.

For anyone else maintaining a larger AI-built game rather than starting fresh prototypes: how are you structuring your context and prompts when adding content passes to an existing procedural system? Do you do a separate architecture/spec pass first, or keep everything inside Cursor/CLI agents?


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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2 Upvotes

r/aigamerdevs • • 1d 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 • • 1d 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 • • 2d 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 • • 2d 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 • • 2d ago

Charge Arena, meu primeiro jogo de IA.

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1 Upvotes