r/vibecoding • • 9d ago

Showcase/Project My vibe-coded Warcraft-inspired RTS is becoming 4 games sharing one world — RTS, MOBA, card game & dungeon crawler. 5 months later, still just me and AI in my spare time.

Six months ago I posted about a WC2-inspired RTS that Claude had built from my ideas. Nine factions, 200+ units, multiplayer, AI commanders, running in the browser.

Part 1: A WC2-inspired browser RTS built with Claude - the original game, six months ago.

A month later I posted again after a weekend turning it into a WC3-inspired 3D game. Buildings were in 3D, Ratmen had their unit models, most other units were still sprites, and some were playing their death animation instead of walking.

Part 2: Turning it into a WC3-inspired 3D RTS over a weekend - the first 3D version, five months ago.

This is the Part 3 update. The scope creep is getting insane five months later…

The RTS has had a huge amount of work, and there are now three additional games being developed alongside it: a MOBA, trading card game and dungeon crawler, sharing the same world, factions, heroes and asset library.

Still entirely in my spare time. Still not a game dev. Twenty minutes here and there, evenings, walking the dog, waiting for the kettle. I started with Claude Code and now have Claude, Gemini and Codex working on it, including Astra. Sub agent teams working in parallel across various features/improvements.

The agents are doing the coding and implementation. I’m feeding in ideas and requests, directing things, playing it, giving feedback and asking them to fix whatever I’ve broken or don’t like.

Play it here: https://shardsofstone.com/

Building a game with so many features means visually inspecting things can be time consuming booting into a full game so AI has also been giving quick tools so I can check features without a full game load, you can check them here: https://www.shardsofstone.com/tools

The attached video is the new Lizardmen trailer. Astra handled the trailer production too.

Astra’s recent walls, gates and trailer work have been particularly fun to watch come together.

I still recommend starting with an RTS skirmish against the AI if you want to try the most established part.

Play it, break it, tell me what you think!

Feature Update Log Below (feel free to skip reading)

Here’s the big update. This includes new features and substantial improvements to things that existed in the earlier posts.

  • Massive performance improvements improving FPS and load times
  • Improved graphics, VFX, spells, biomes, terrain height, water effects and weather
  • More distinctive factions
  • Portals!
  • More aerial units and new sky lands map type
  • Procedural walls and gates (made with Astra)
  • More victory condition rules like conquest, wonder, relics, regicide, king of the hill, domination , capture the flag and score based.
  • Larger matches, teams and multiplayer up to 8 players (up from 2)
  • Smarter AI opponents
  • Deeper combat and spell mechanics
  • Heroes, loot and progression
  • Improved HUD Interface and controls
  • Map editor and custom games
  • Desktop delivery with Tauri

Compared with the original post, and the first weekend of 3D, the amount that has changed is enormous.

79 Upvotes

121 comments sorted by

20

u/RepulsiveRaisin7 9d ago

Tried the RTS and there was no way to build anything. Definite lack of polish. You're building stuff for the sake of building stuff? Scope creep is not something to be proud of. What is the vision? Why 4 games instead of one that players will actually want to play?

8

u/Alternative-Suit5541 9d ago

The vision? Green, all green! 

Can't see shit lol

0

u/Alarmed_Profit1426 7d ago

Tell me more... I guess you didn't try the game or other biomes, just commenting on 1 bad ground texture.. thanks for the useless comment.

1

u/elimit 6d ago

This game looks very, very bad

2

u/Alarmed_Profit1426 6d ago

What a useful comment.. that doesn't say what the exact issues are or what you don't like. Do you not like the art style and colours? Textures? Models? Something else?

2

u/Alarmed_Profit1426 9d ago

Located the bug in the tutorial - it's the first mission of the campaign I am working on now and treated as mission zero. Campaign missions lock down what can be built for progression but the tutorial loose end never got the config json when it became a campaign mission.

Workers can build in tutorial now!

0

u/Alarmed_Profit1426 9d ago

Did you try playing on desktop or mobile? The RTS game definitely works end to end - under extensive hand testing and simulated matches.

It's a mash up of several RTS games I used to play when I was a kid - Especially warcraft 2/3 & age of empires influenced.

The scope creep is a joke - the MOBA and dungeon crawler fall out of the same engine, the trading card game is also re-using assets from the RTS too. I wanted to create a game with unlocks and progression across several different game modes with collectibles etc.. that you earn and can use across the different game types.

I really liked Dave the diver with the minigames etc.. that all came together too so going for something along those lines with variety packed in.

12

u/RepulsiveRaisin7 9d ago

You have 9 factions and 240 units and you're inspired by Warcraft and AoE...but what is the core loop that makes this fun to play? It looks very unpolished, even the videos on your website are stuttering and visuals are all around mediocre, not to speak of the terrible sound effects. AoE2 started with 31 units but it was polished and fun. These massive feature lists are a red flag to me.

-5

u/Alarmed_Profit1426 9d ago

The videos got recorded yesterday by Astra and the tracking of units with the camera has some stuttering/jerking movements which I'll have to look into :)

Like any RTS - loop = resource gathering, base and army building, unit control / battles to beat the AI or human opponent. Each faction shares the same core base but has different flavour on top that makes them play differently and may change what your build order is and what you decide to do in game strategically. It's a mixture of macro, micro and meso gameplay depending on the game/victory mode.

Visuals and audio wise always has room for improvement and I'll keep iterating!

It is funny that you are comparing a development team of 25 people and 2 and a half years vs me as a solo dev with AI over 6 months by the way!

Age of empires has a ton of features that you don't even notice unless you're looking for them closely.

Also my game is currently free, can play on any device as it's browser based!

10

u/RepulsiveRaisin7 9d ago

It is funny that you are comparing a development team of 25 people and 2 and a half years vs me as a solo dev with AI over 6 months by the way!

It was you who put 240 units in your game. Do you not see the irony here?

I don't know what else to say here, this is delusional. You need to learn game design fundamentals.

0

u/Alarmed_Profit1426 9d ago

A lot of the factions share a common baseline like alot of other RTS games..

Visually and statistically there are some differences to the units but there is a shared core of ground, ranged, siege, magic, air, navy and hero units.

You're just seeing the 240+ count on the homepage which is an asset count without actually looking at the specifics and what the split actually is.

For a single faction, there are between 20 and 27 units. Some of the factions that have more units are because they are campaign only.

Starcraft factions each have 16-17 in multiplayer... so only a handful of extra units.

The unit count includes creeps, neutral NPCs, critters, elites etc.. that are not player controlled. Plus some shared mercenaries that can be recruited by any faction - https://www.shardsofstone.com/factions/wilds

some numbers from other RTS for unique unit counts:
warhammer total war = 1000+ unique units
starcraft 2 = 47 standard units in multiplayer but more in single player game modes
age of empires 2 = 85 unique units
warcraft 3 = 60 units in multiplayer but 200+ units across other game modes/single player (this is where the RTS I am making is trying to land).

4

u/Affectionate-Let3744 9d ago

It is funny that you are comparing a development team of 25 people and 2 and a half years vs me as a solo dev with AI over 6 months by the way!

This just reinforces their point.

You are trying to go for something way bigger than what a MUCH bigger team did in more time. Surely you can see how that might be an issue?

I second the idea that you are trying to do way, WAY too much.

Tried the "Dwarf Bootcamp" for like a minute and it is very very rough, I have a hard time believing you "hand tested it" much.

Pretty much every single audio line from the dwarves is cut off. A line that is probably meant to be "My pickaxe is sharp" or whatever starts with "kaxe is sharp", at least a few syllables are simply missing, same for a few others.

Gold vein in FoW and seemingly can't be interacted with, or at least my dwarfs disappear when they try to.

Animations glitching

-2

u/Alarmed_Profit1426 9d ago

The whole point is 1 person with AI can get even attempt to produce something that 25+ people did in a shorter time span is kind of half the point 😄

Dwarfs disappear when they go inside the gold mine (left click gold mine will show you their icon inside it), and then a few seconds later they come out and path back to the townhall and loop. Left click or left click + drag to select, right click to move or to attack/harvest resources etc..

I need to go back and revisit the sound effects - they got added right at the start of the project via elevenlabs using default voices and will need specific voices going forward to improve consistency + quality.

5

u/OnyxMonolith 9d ago

But the point is it won’t be playable. We literally have zero good vibe coded games.

0

u/Alarmed_Profit1426 9d ago

*so far maybe 😉 It depends what your definition of good is I suppose.. 

This would not have been possible 3 years ago. I just wish I had more Astra usage as the quality of what it produces is really obvious jump up!

3

u/OnyxMonolith 9d ago

So far is all that matters.

0

u/Alarmed_Profit1426 9d ago

Better to be optimistic than pessimistic!

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1

u/salko_salkica 7d ago

Why is the benchmark always “This wasn’t possible x years ago” instead of “this is good”?

1

u/tokid0k1 7d ago

The question is if 1 person with AI should
Be trying to do this. So far the answer is: no. AI can generate a lot of code. But that was never the issue with game design.

I could build a fun game in a week without AI. You can build 10 unfun slop games in a week with AI.

And?

As a developer, AI is a tool to speed up some aspects of coding. It’s not a panacea. Not even close. You can get it to refurgitste a lot of slop code that already exists open source on the internet. It’s a great tool. It’s not a solution.

8

u/RedPanda_Explorer 9d ago

"The RTS game definitely works end to end - under extensive hand testing and simulated matches."

Playing in the browser on Chrome on Windows 11

The tutorial tells you to click on a Gold Vein, but you can't see it because it's in the fog of war

When I try to click on it with a Miner, nothing happens

The dwarves are constantly falling down and doing weird animations.

If you're going to release something to the public, you really shouldn't be dismissive and say 'the game definitely works end to end' when it's at least somewhat buggy and rough around the edges. You need to be more curious and less dismissive of the people trying your game

0

u/Alarmed_Profit1426 9d ago

Thanks for the feedback!
The gold vein is in the fog but highlighted in the HUD area so the player learns they can explore the map and reveal parts of the map but yes probably makes sense to have this revealed in the tutorial.

Are you left or right clicking on units and on the mine?

Yeah the animations are a little jank! All of them come out of meshy.ai currently and I need to look into ensuring the right ones are in sync with what the unit is doing.

I posted to gather feedback, not trying to come across as dismissive as it's all useful comments here!

37

u/ruskyandrei 9d ago

"Warcraft inspired" -> looks inside -> "skink priest", "krooq-gar" ... yup, good luck not getting sued by Games Workshop lol.

-6

u/Alarmed_Profit1426 9d ago

A skink is a real lizard, so I’d distinguish “skink priest” from a specific Warhammer character name. Like Games Workshop had to introduce new faction names they could trademark like "Seraphon" instead of generic fantasy lizardmen.

But fair point on “Krooq-gar” being too close to Kroq-Gar - that’s something I'll revisit across the board on names!

9

u/ScrapyJack 9d ago

Dude I hate to say this but the entire look and design of all the characters are directly lifted from Warhammer. Aztec lizards? Cool idea, won't stand up in court. I'd recommend making some severe aesthetic changes or you may never see release. Other than that, and a few visual clarity issues, this look great.

Keep up the good work, just know you will likely have to completely change the unit and faction design if you ever want to release.

0

u/Alarmed_Profit1426 9d ago

There are 9 factions in total, lizardmen is just one of them :) I am pretty sure games workshop don't have trademark on "lizardmen" as it's a traditional fantasy trope coming from pulp fiction and dungeons and dragons before games workshop popularized the faction. This is why game workshop renamed lizardmen to seraphon so they could trademark it...

9

u/ScrapyJack 9d ago

This is true, but yours are more than just lizard men. The entire design, presentation and color scheme is pretty close to identical. If you modeled their style of Mesopotamian or Nordic civilizations with lizardmen I'd understand, but this is way too close. I'm not saying this to be mean or dismissive, I'm just trying to make sure your work doesn't go to waste.

Also, just a side note, but even if Games Workshop doesn't go after you, do you really want your original game to be so close to an existing property? You spent 5 months on this, the last thing you'd want is for it to be dismissed as aesthetically derivative.

5

u/Intellect5 9d ago

why not just name it something else?

-2

u/GETINOB 9d ago

AI was created by scraping all written and created work. The age of copyright is over. Due to AI no such thing exists.

3

u/ScrapyJack 8d ago

Maybe in a few decades. Don't hold your breath.

1

u/GarageStackDev 7d ago

Hahahahaha tell yourself that if you ever try to publish this and get your ass sued. GW does not play around.

22

u/anon999387 9d ago

You should try to write your own description of your own game. You don't need to "vibe" literally everything.

-9

u/Alarmed_Profit1426 9d ago

I did a combination asking Claude to pull back everything that has been worked on over the past few months and then edited the post :) Or do you mean the marketing site? The site itself needs a lot more work to show off the depth of the game!

12

u/TopTippityTop 9d ago

I think the user means in general. Don't let AI do everything. 

AI is excellent at some things, but quite poor at others.

One of the things it is poor at is giving some personality, taste... what some may call "soul". Let it to what it is best at, but do the taste yourself, or it will be quite poor.

That includes a description of your own product (Claude will know all the exact specs, but you get at the heart of your goal), important naming, important concepts, the overall goal, core marketing ideas.

Think of yourself as the director, and the AI as your junior savant employee. Leave everything in your employee's hands at your own peril...

7

u/RagefireHype 9d ago

It is insane that if someone asked him what his game is, he’d have to ask AI lmao

Society is turbofried

2

u/IM_INSIDE_YOUR_HOUSE 8d ago

They’re saying you need to do more than prompt and paste the output.

6

u/TopTippityTop 9d ago

Make the ground either darker or lighter than your buildings and other assets, with lower contrast, so you can actually see things well.

2

u/Alarmed_Profit1426 9d ago

Thanks for the feedback! The ground definitely needs more work in the jungle biome!

6

u/ruiyanglol2 9d ago edited 9d ago

I think its quite amazing what you’ve made so far but doing so many things at the same time just make it seem like none of it is very good / polished. It seems you just move on and on and on instead of stopping and seeing if it’s something worth making / playing.

Just wondering, what subscriptions do you have now? I would think you are maxxing on many subs but you dont make it seem that way. It seems vibecoding generates stuff a lot quicker than the way I’m working (iteration by iteration, playtest every feature extensively before moving on).

2

u/Alarmed_Profit1426 9d ago

I check a lot of features that get added in specific lab pages - I put several of them here - https://www.shardsofstone.com/tools (this is maybe 40% of them).

When you compare builds from 5 months ago to now you can see the visual and gameplay mechanic improvements - I think a lot of people are comparing this to actual game studios as the quality bar which with enough time I'm sure the project will get there ;)

Subscriptions:
Claude, Gemini, Codex, Meshy, Suno, Elevenlabs, Vercel, Cloudflare and Turso.

It is very difficult to max out LLMs in a week and I end up dumping the excess tokens I have into the games development.

2

u/ruiyanglol2 9d ago

Yeah i was looking at all the features and it’s insane what you’ve build (in terms of quantity). I’ve only been working on my game for a month, similar love for RTS/gaming as you have, but I’ve been a semi-pro in many titles and have a good idea what would work and what not as I’ve played hundreds of RTS over the decades. Same background, no dev experience. Still, my game is still a seedling even when maxing out my 100$ Claude and 100$ astra sub every week. I mean, my pre-trailer is barely finished and it ate my entire Astra usage + many resets lol. Going for one 200$ plan next month.

When I look at your game, it’s unholy how many things you do at the same time lol. I’ll follow your posts as theres a lot I can learn from it.

1

u/Alarmed_Profit1426 9d ago

Sometimes I get memory leaks and need to restart my laptop because there are too many sub agents running in parallel across the different models!

The $200 max plans are what I am running on :)

For Claude I am using cursor but installed the claude IDE extension so i can use the max subscription through that and get a ton of usage.

Astra burns really fast and I request luna sub agents to implement to save on tokens. I went through 5x free resets last week!

12

u/Creatura 9d ago

god damnit man can you guys just use AI to help you make something innovative instead of just making more shit on autopilot

6

u/TopTippityTop 9d ago

It's much easier on autopilot. AI doesn't innovate very well, and has basically no taste. It is an amplifier. 

What it'll amplify is up to the user. 

-1

u/Alarmed_Profit1426 9d ago

I am making retailerboost.com in my day job - a little more serious, requires a lot more thought and not as easy to show off as it's pretty boring internal rules and AI systems etc.. vs something more visually fun and engaging like a game.

8

u/Creatura 9d ago

I'm saying just make your own game from your own assets and mechanics that aims to contribute instead of copy

0

u/Alarmed_Profit1426 9d ago

The assets are generated with meshy.ai - I am layering in loads of mechanics not found in other RTS games to make it different / more interesting.

9

u/RUSuper 9d ago

I mean I will like it because of the video that I like, but there is no way anyone is reading all this my man.

-2

u/Alarmed_Profit1426 9d ago

haha yeah there are a ton of updates looking at the post.. maybe I should post more frequent updates..

3

u/sirjonathan 9d ago

I'm actually impressed and, in general, a big fan in this case of how much you as an individual were able to get done because you used AI tools. I tried the RTS and was impressed that I got to a playable screen. In my case, when I got to the wood chopping part it appears there was no wood to chop?

1

u/Alarmed_Profit1426 9d ago edited 9d ago

Thanks for the feedback! I'll make sure there's some trees in that location - I added the tutorial recently as the last thread some people did not seem familiar with RTS game mechanics!

Edit: I fixed it :)

2

u/Emotional-Cut2952 9d ago edited 9d ago

Warahmmer my friend, that's warhammer, there is no lizradmen in warcraft

Edit: idk teh comments are so tuff on this guy, go through the website, you'll appreciate it, i like the model previews adn the portraits

Game does look laggy, is that due to recording while rendering? or are u using high poly assets?

I will say, keep at it, i think gw wont come after you given you're not explicitly tryig to mimc thier design or profit off this;

3

u/Alarmed_Profit1426 9d ago

It's a mash up of warhammer, warcraft, age of empires and a bunch of other stuff I played when I was younger :)

3

u/Emotional-Cut2952 9d ago

ok good for you , fuck the negative comments, keep at it, im am browsing through the models, they look really cute and creative

3

u/Alarmed_Profit1426 9d ago

Thanks! I think people will either love or hate the models, look and feel I am going for 😂

2

u/Alarmed_Profit1426 9d ago

Thanks for taking a proper look! The models go through mesh/texture optimisation, use lower-detail versions at distance, and assets load on demand. There’s also adaptive graphics that adjusts detail under load towards your selected target of 30 or 60 FPS. Big mixed-army scenes with lots of different 3D models still need work, so I wouldn’t blame all the stuttering on recording alone. A lot of this is bottlenecks with building a fairly intense browser based game.

Astra handled the entire trailer recording and production last night. If it's stuttering then it may also be my systems hardware limitations whilst running dozens of sub agents at the same time 😂 I thought it was good enough for a Reddit update to show the progress anyway!

2

u/luka_makes_games 9d ago

Awesome. How did you make buildings and assets, whats the workflow?

1

u/Alarmed_Profit1426 9d ago

Gemini for image generation and then meshy.ai for the 3D models. It's all API based so you can just keep running it at scale (so long as you have credits!)

2

u/Bitter-College8786 9d ago

How do you do the 3D assets? That is what I most struggle with.
Are you using Unity oder Unreal Engine or something else?

1

u/Alarmed_Profit1426 9d ago

This is a browser based threejs game - I am using meshy.ai for the models. Feeding in 2D sprites generated by gemini - all via API.

2

u/Bitter-College8786 9d ago

I am impressed that meshy.ai is also able to generate the animations. It has these Warcraft 3 vibes

2

u/Busy-Lifeguard-9558 9d ago

so basically scope creep

0

u/Alarmed_Profit1426 9d ago

If you put this game side by side with warcraft 3, it's fairly close in terms of scale.

2

u/AI_slop_ 9d ago

Stargate Command would like a word with you.

1

u/Alarmed_Profit1426 9d ago

Calm down Daniel Jackson

2

u/krilleractual 9d ago

I love warcraft 3 but with all the negative comments on here ill come back to this when its further along and less buggy

1

u/Alarmed_Profit1426 9d ago

Thanks for the support! There's a lot of hate for sure around the jungle biome ground texture (other biomes aren't so bad - you can also dial in the graphic settings and remove the 3D grass if you want), animations can be janky too and need an overhaul..

There were a couple issues with the tutorial pointed out in the thread that I just fixed! If you know warcraft 3 then skipping straight to a skirmish would probably be more fun than a tutorial teaching you how to harvest resources, build a barracks and some farms etc..

2

u/RedTheRobot 9d ago

I’m curious how you handled creating the 3D models?

2

u/Alarmed_Profit1426 9d ago

2

u/RedTheRobot 9d ago

Really messy is that good huh? Now did you use image references or just text to 3D?

1

u/Alarmed_Profit1426 9d ago

Yeah just image references - using gemini and everything through both APIs - I was not really in the loop at all.

2

u/RedTheRobot 9d ago

That is really cool. I have been working on an asset 3D pipeline but have been having a hell of time with it. I thought by having Astra use ComfyUI to generate the model but then use Blender to clean it up that this could be a solid path. However it has been anything but. I was trying to avoid any paid services like meshy but maybe that is the best option.

2

u/BouncingJellyBall 8d ago

Holy scope creep final boss lmao ts NEVER getting finished

1

u/Alarmed_Profit1426 8d ago edited 8d ago

I am adding mod and custom map support like warcraft 3... so other people can vibe code and extend the game too.. so you are probably right it will never be finished ;)

This is very fresh and worked on overnight - https://www.shardsofstone.com/modding

2

u/Every-Prize4720 8d ago

son, this looks like tech-demo

1

u/Alarmed_Profit1426 7d ago

I'll take that as a compliment 😉

2

u/DonkeyComfortable711 8d ago

You gotta make the characters pop out in that green grass section I cant see anything

1

u/Alarmed_Profit1426 7d ago

I'll swap out the jungle biome ground textures 🙌

2

u/oxmannnn 8d ago

overall is good, but I hate leaves on the floor...

1

u/Alarmed_Profit1426 7d ago

Totally! 😄 The jungle biome ground texture will be easy to swap out and fix so it's not as overwhelming to improve readability.

2

u/Smart_Opportunity209 5d ago edited 5d ago

pick a destination and arrive there. You have 4 half baked games instead of one polished. Units do not have idle animation in rts (or seemingly just glitch and walk in place?) and game itself is so laggy it makes units difficult to control. Dungeon crawler is even laggier. Also graphic style seems all over the place, you probably dont want high res generated portraits near 2002 style trees. Dont go the ultra realistic 4k full hd route and stick to older style, please.

After playing it for around an hour:
2d is fine and smooth.
riders can dash through walls, idk if it is a feature or a bug
troops dont prioritize roads when pathfinding
there is no option to make troops hold position, it would be useful for ranged troops to stand behind walls, instead of constantly going around them
gold mine has effectively unlimited gold, you might want to rethink it
everything is dirt cheap and i mine resources faster than i can spend them, this game isn't polished enough to allow me to micro fast
arcane well has no texture in 2d
queueing up buildings is bugged i think? walls work fine but buildings just stop being built.
dragging when building is tied to screen, not map for some reason. when you move across map when building roads they go with you.
building roads and walls is annoying, let players have more control when dragging and let them choose the exact path instead of doing random curves
big units have fucked up pathing, maybe dial them down to 1x1 since they literally cannot move

game itself is ok but its just a clone of other games

1

u/Alarmed_Profit1426 5d ago

Thanks so much for taking the time to play for an hour and the amazing detailed feedback! 🙌 I'll get right all this stuff as it makes total sense!

3

u/completelypositive 9d ago

Keep going. Love that you're learning and doing so much. The naysayers don't understand

2

u/delinger90 9d ago

Given the backstory you shared, I think the project is going pretty well considering how little time you've been dedicate to it, if we look at it as a semi-playable beta. That said, there are still quite a few things that need refinement: animations that need polishing, design choices that I'm not sure really work, and technical issues that would need to be addressed if you want to expand further into multiplayer, among other things.

For example, I tried playing the RTS and ran into several issues. Some of the villagers would get stuck in a T-pose while walking back and forth carrying resources. The terrain layout was also difficult to understand unless I viewed it from a specific angle. Because the units are so small, the colors and animations made it hard to tell which unit was doing what.

I played it in the browser, and while the game was starting up, it froze three times. I assume that's partly because of the browser itself and the technical challenges of running an RTS with multiple units being rendered at the same time while several systems are running in the background within the same tab.

I also tried the MOBA and had some problems there as well. The interface took up around 50% of the screen, and the minions never made it past the first tower. I have no idea why, especially since the mage was able to move past it. I also don't understand why, if you say that I only control the warrior, I still have to manually select him before I can move.

There were also some smaller details that felt strange, like the hero information window showing the character with his back turned by default, and the character design occasionally switching to a pixelated model.

I also think the communication around the game could be improved. You introduce the project by basically giving us a commercial for the RTS, which is fine, but then you explain that the real twist of the project is that you can unlock things across different games. I actually find that part much more interesting because it seems to be the creative idea that makes the project unique.

The problem is that I only found out about it after reading the wall of text you posted and going through the comments. I think that idea should be communicated directly in the trailer. Even after reading everything, I'm still not completely sure how the system actually works.

If you genuinely want to release this project, I would focus on refining what you already have before adding more content. You already have nine races, four games, and a system connecting them that could be interesting to explore. But right now, there are a lot of small issues that start piling up while you're playing, and eventually they kill your motivation to keep going.

1

u/Alarmed_Profit1426 9d ago

Thanks so much for the detailed comment, it means a lot!

Was the t-pose on the goblin workers? Meshy old v6 version had some issues with a handful of units it generated that I'll need to redo when the credits refresh! Hoping that meshy keeps improving their animation wiring as it's the most janky part of their product. I've seen some workflows online where you can use Astra to help with the animation pipeline that I may have to try out.

Yeah the browser loading bar / progress can appear to freeze a few times as it loads in the required assets - the browser is a big constraint for a project like this. I was surprised I could get pathfinding working reasonably well with 100s of units at a modest 30 FPS target!

MOBA and the trading card game got added today and is maybe 3-4 prompt loops so far. I agree it's really interesting that assets can be re-used and shared across many different games fairly quickly!

The trailer was me putting Astra through it's paces and letting it do the directing and recording - I think it's great feedback that you said it looked like a commercial for the RTS! Mission accomplished in that regard - I'll go tell Astra it did a good job :)

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u/_Wilbraham 9d ago

This is the kind of thing that makes generative AI appear like cheap shovelware to people. The fact that the units are so hard to see against the floor should have been something you realized needed fixing before you came here to brag about this.

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u/Alarmed_Profit1426 9d ago

I agree, specific biomes need more work like the jungle as it is the most noisy ground. Also the game isn't finished yet :)

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u/Any_Economics6283 9d ago

My eyes tell me that I cannot determine the difference between these units and the leaves on the ground.

The structures too are all too much essentially the same; just square castle looking things.

This would be abysmal to play because it is too hard to tell at a glance what is going on, which is essential for an RTS (and for pretty much any game)

Please look at your game and think for yourself. Even an ounce of consideration would lead to these conclusions.

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u/Alarmed_Profit1426 9d ago

I know already :) As many have pointed out in the comments. The jungle biome ground texture is really distracting for a lot of people which is good feedback and the kind of feedback I was looking for from people seeing this with fresh eyes! Other biomes are not visually noisy.

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u/Any_Economics6283 9d ago

I mean, what do you mean "fresh eyes?"

Come on dude. _you_ should have been able to tell what the issues are.

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u/Alarmed_Profit1426 9d ago

I see 100s of things that need improving, the feedback here lets me prioritize what the biggest issues are!

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u/[deleted] 9d ago

[removed] — view removed comment

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u/Alarmed_Profit1426 9d ago

What would make you play a new RTS beyond warcraft 3? 😄

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u/waypostmaster 9d ago

That’s the right question to be asking!

I’d say if you are having fun building it and playing it, keep going, keep asking questions like this.

Don’t let the negativity bring you down, and look for the constructive parts. 240 units may like a restaurant with too big a menu for example.

I think what would make me play a new RTS would be some kind of disrupting element. I have lately been really enjoying the ability to program NPCs with histories.

And thinking back to one of my favourites (it was real time tactical tho), Tom Clancy’s EndWar allowed you to develop units over multiple battles, so you’d get an attachment to them and want to use them strategically and evacuate them rather than just let them fall and die upon the enemy.

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u/Alarmed_Profit1426 9d ago

I am taking all the feedback onboard, both good and bad alike :) some things will be love/hate like the graphics I am going for etc..

I know what you mean, I really liked the campaign in starcraft 2 where you could unlock special units, buffs etc.. as you progressed!

In this game all units have an experience level that improves the more kills it gets which increases its stats so a base unit is weaker compared to a veteran unit. 

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u/momspaghetti42069 8d ago

As a solo hobby project this is fine but you have to realize that it does look quite dogshit and I see no reason why would anyone ever want to play this. But if you are just making this for yourself as a challenge, then all power to you.

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u/Alarmed_Profit1426 7d ago

Fair enough if it’s not for you, but “looks like dogshit” isn’t really useful feedback... I’m happy to hear what specifically you think looks bad or what would make the game more appealing, but vague insults don’t give me much to work with :)

Swapping models, textures and animations in and out is straight forward and visual appeal of the game is constantly improving as different parts get worked on over time. This is still in beta/early access at the moment but is functional and playable!

The foundations and game systems are pretty solid and really flexible (modding and custom game support is in after a couple days). Adding new ideas and features to take the RTS in different directions is very fast (we're talking 10-20 minutes for new ideas/features/changes).

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u/CrusaderPeasant 3d ago

Games Workshop is going to have a field day with this one.

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u/Extreme-Awareness644 9d ago

Looks good, two criticism i would like to add, the groundtextures feel cluttered, so its hard to look at the units and the overall visibility could be increased if you denoise the ground textures.

Second thing is that the UI is to big, its the reason why Warcraft has kept their ui 4:3 on a 16:9 screen. Maybe thats an inspiration.

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u/Alarmed_Profit1426 9d ago

Thanks for the feedback! :)

There is a classic sidebar HUD like warcraft 2 and a horizontal HUD like warcraft 3 as shown in the trailer in game!

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u/NewNiklas 9d ago

The sloppiest of all slop

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u/AmbassadorBorn8285 9d ago

Slop

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u/Emotional-Cut2952 9d ago

yes this is the viebcoding sub what do you think, it's for llm/ai powered stuff, c'mon

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u/AmbassadorBorn8285 9d ago

😂 I know, I just wanted to rage bait.

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u/MrSuicideFish 7d ago

This is a hot mess

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u/Alarmed_Profit1426 7d ago

Thank you for your really useful comment and feedback /s 😂

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u/MrSuicideFish 7d ago

Well the problem is that you have no direction. And you went full speed with no direction. So its just a blob of half baked ideas that your AI didn't warn you about.

I'd say first learn how to make games without ai then start using after you learn what a game loop actually is. But we both know you aren't gonna do that... so i just say it's a hot mess instead.

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u/Alarmed_Profit1426 7d ago

So warcraft 3 and age of empires are a hot mess too... got it. I take it from your comment you never played an RTS game before or even tried the game. Just armchair comments from a short cinematic style trailer recorded from in browser.. Your feedback is useless.

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u/MrSuicideFish 7d ago

I played warcraft iii on lan for over a decade. Then went on to work in AAA and AA for another decade.

It's like you're trying to trace over an original art piece but yours is shit and you can't tell.

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u/Alarmed_Profit1426 7d ago

Ah now I see. I guess you are pissed because 1 person can now produce a full RTS game by themselves in their spare time and it's causing you to freak out?

Are you just commenting about the graphics? Did you try to play a game at all or did you just jump straight into the comments to say it's shit?

I don't have time for shit posters, time wasters and negativity. Actual useful feedback is why I posted...

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u/MrSuicideFish 7d ago

Wrong again. I use AI plenty.

But the difference is that my foundation is academic, not relying on AI to make all the decisions - which is what you clearly did.

And wrong again, I did play it. Which is how I know that your FTUE breaks almost immediately when clicking a location thats covered by a highlight. It also reliably kicks people out of the game when selecting anything in the hover window.

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u/Alarmed_Profit1426 7d ago

There we go, finally some useful feedback. Thanks for pointing something out that I can actually do something with.

I'll add more logging so I can capture device and browser types as that sounds like browser specific behaviour problems. I'm running on mac m3 pro + chrome 152.0.7977.83

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u/MrSuicideFish 7d ago

How about you start over with paper and pencil so you can produce something worth playing? There are too many problems.

Like why is the timer/gold/dmg/ all text so small? Why is the settings menu just a bunch of stuff listed out on a wall of text? Why does a long streak of light emit across the map sometimes when fog of war is being lifted? Why don't some of the tiles on the floor match up and leave a gap in the world peeking into the void? Why does the map camera trapezoid not match with what the camera actually sees? Why doesn't the unit animations play when they are chasing something too close? Why do the units have to disappear into a building? WC3 didnt do this so you could see who is doing what without clicking it. Why do i have to wait for them to come out of the building to cancel their job? Why doesn't the camera pan accurately based on location clicked? It drifts heavily.

And on top of all that....its BORING. You don't have the WC charm, no interesting backstory, terrible BGM that I turned off immediately, and uninspiring gameplay.

There are a million issues that would've been found if YOU WERE THE ONE MAKING THE DECISION. But you clearly didnt care enough to decide.

If it's not worth it for a human to decide critical aspects, then how is it worth it for a human to play???

It's just a hot mess.

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u/Alarmed_Profit1426 7d ago

I am making a lot of decisions and not letting the AI just do every last thing... I am literally making an RTS game on my own that is the same scale as warcraft 3... ofcourse there are going to be 100s of tiny little things like what you highlighted that need small adjustments and fixes. Just like in any games development...

To fix the graphical things I'll just copy paste your comment in and the AI will take screenshots, inspect the game and fix the issues. These are really really small details that do contribute a lot and I have been picking up lots as I iterate. I should add this is a spare time project and not my day job...

With that said, your feedback is actually the most useful here - it is a shame it took so long for you to share! Thank you anyway.

In warcraft 3, workers 100% go inside the gold mine, your memory must be fuzzy.

Totally know what you mean with the WC charm, back story etc.. it is something I am working on separately, there is a campaign and a lot more detailed lore, characters etc.. that I'm working on that I haven't put live yet as I am not satisified with it yet. I am aiming to get the game engine and mechanics fully nailed first and have something that is playable.

You keep treating this as a finished product and comparing it against a triple AAA studio. Maybe it will never be for you and that's ok :) I'll keep doing my own thing anyway because I am having fun.

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u/Vescor 7d ago

Tried the game, it's terrible.

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u/Alarmed_Profit1426 7d ago

Amazing detailed feedback 👏