正在加载视频...

视频加载失败

I think I might have discovered the best 2D game engine for vibe coding games. For the past few weeks, I have been making a lovecraftian fishing game with peaceful day time fishing and intense night time combat where you fend off mutated sea creatures. And I've been using...

89,225 次观看 • 9 个月前 •via X (Twitter)

0 条评论

暂无评论

原始帖子的评论将显示在这里

相关视频

I've been spending more time with Bezi to see how far I can push vibe coding a game on the Unity Editor. So far, I'm pretty happy with what I can achieve with Bezi. Here are some learnings: - Even though I use Bezi to do all agentic coding, I still have to perform a few small manual tasks in the Unity Editor - As a result, I feel like I am getting a hang of Unity's complex and clunky UI, which actually feels good! - This is one of those examples where Vibe Coding is a great way to learn game dev. - For big features, I can't state the importance of asking the agent to create a plan first before implementing the feature. It can work wonders. Most of the bigger features/ssytems starts with a clear plan. - The biggest strength about working with Unity Engine is the Unity Asset Store, there's so much good stuff in there, 3D assets, shaders, vfx etc that can really spice up your game, that other game enginers will need to build from scratch. - Because Unity Assets Stores sell UI assets packs, I was able to implement decent looking UI fairly quickly. For those of you that vibe code games, you know how much of a pain it is to implement UI. - I did meet a few hiccups along the way where Bezi seems to struggle a little with implementing some features, but usually with some retries it works out at the end, though it burns a ton of tokens. After spending more time with Bezi, I'm still feeling good about using it. I am able to get this PvZ style autobattler working in a few days!

Danny Limanseta

13,395 次观看 • 3 个月前

THIS GUY VIBE CODED A FULL CAPYBARA FOOD DELIVERY GAME IN 2 WEEKS WITH CLAUDE CODE you play as a capybara delivering food on a bike. orders stack on the back, you have a phone with apps in-game and the whole delivery system is realistic 2 weeks, zero game dev experience, and ENTIRELY AI generated the full stack: > claude code for all the code > three.js for the 3D engine > suno for original music > elevenlabs for sound effects and voice > GPT images-2 and grok for textures and illustrations > tripo3d for generating all the 3D assets the cinematics are all in-game too. he asked claude to build a cinematic editor with timeline controls, camera animation, and transitions. then he just placed the cameras himself his workflow was more planning than coding (obviously): > come up with the core mechanic > plan every feature using claude /plan mode > generate assets with AI tools > spend most of his time on the final polish, prop placement, and making the design feel right he said the human part is what most vibe coded games are missing. AI can generate everything but having taste for what looks good and what feels right is still on you the game is playable right now in the browser this is what vibe coding is actually capable of in the game dev space right now a year ago this would have taken a small team of developers, a sound designer, and an artist working together for months now one person with no experience can ship a polished playable game with story, music, and mechanics in 14 days the tools keep getting better and the barrier to making real games keeps getting lower

Om Patel

240,620 次观看 • 2 个月前

🎉🎉🎉 It's my BIRTHDAY! I'm an indie dev. I'm using today to be proud, which is often frowned upon. I made this hex grid w/ level editor in 3 weeks in UE, by myself. MY GOAL: Release new games every 2 weeks by end of year. This is my story, and why you should follow along: --- The video of what I made was made 4 MONTHS before the release of UE for Fortnite, while I worked at Epic a year and a half ago. I did it over our winter break. 80 hours of work across 3 weeks. I time tracked and worklogged the whole thing. This was before we had MoveTo(), SetMesh/Material(), Animation Controller was broken, you couldn't reference to other verse devices in editables. It was PAINFUL. Most of my time was spent duplicating and editing sequences. There were 631 hexes... and like 6 sequences per hex and 13 gameplay devices per hex. It was hacky, but it worked. 😅😅😅 NOTE... this was with a new programming language that NOBODY outside of Epic had really used using a HIGHLY buggy in-development tool. There were no tutorials, or stackoverflow, or communities to ask for help. Even my coworkers were on winter break, so couldn't ask them for help either. Everything I did was from my raw experience as a Software Architect. And I'll argue, that what I did was FAR more advanced and complicated from an engineering aspect than ANYTHING released by the UEFN community to this day. I am SOOO proud of that work and what it represents. 😁😁😁 --- My special interest is productivity in making things, and using that to enable others to make great things easier and faster. User Generated Content (UGC) platforms like Minecraft/Roblox/Fortnite/Halo, have been my passion for 17 years now since Halo 3 released. I've been a software engineer for 22 years... I turn 36 today, so since I was 14. 🎉🎉🎉 I'm autistic, so I literally live, eat, and breath UGC. Because I see it as a path to build what's in your dreams. The dreams of a kid who played a game that made a difference in their life of one day making their own games. I want to enable that for everyone who wants it. Because it took me FAR too long to get into the gaming industry. People see it as complicated and difficult and competitive. I want to lower those barriers as my legacy. 🤓🤓🤓 --- My new company, Creative Force, has a goal of "Building games at the speed of thought". I'm designing a general system to make games faster that could be used in any game engine. A design language that can be read by an engine that will "build your game for you". Basically allowing game designers to make "recipes" for games, and let other people use those recipes anywhere, and modify them easily to experiment and have a creative outlet. Maybe one day be a game chef and make a living doing what they dreamed, without needing crazy technical experience. 👩‍🍳👩‍🍳👩‍🍳 I believe this is possible with modern learnings from software that haven't been used in game development fully yet. A game architecture that will take the technical out of making games, and make it as approachable and as deep as writing a novel or painting a masterpiece. This is my dream... and I hope you'll follow along with me. Cuz my year #36, is quite literally a GAME CHANGING year. Love y'all 💖💖💖

RayBenefield

24,418 次观看 • 2 年前