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Now that I have a great structure and gameplay loop, I can just ask AI to design new sectors with completely new guns, enemies, attacks, and sound effects for me. These 2 demos are from last night's run. Some good stuff, but still need a lot of tweaking to... show more
22,227 Aufrufe • vor 1 Monat •via X (Twitter)
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If I could make the general game balancing frame reliable, I could easily generate 1000s of sectors and make it feel like every "planet" you spawn on is different 🤔 Or I could stop all of this and call this game finished with 1 sector. Thoughts? 😂

This is how I built my game with AI too. I made the 1st level and the general gameplay foundations. Then Claude just basically one-shots the other levels.

Well, this is a really interesting project btw we have our own platform for publishing games like yours. If you’re interested, check out our detailed presentation of the platform:

It looks great actually

Great progress tbh

Zero deaths from Wave 1-7. 13 deaths to beat wave 8 😭

Wave 8 is the “balance check” wave, if you build too much for DPS you have to reconsider at wave 8 😂

looks really great is it three.js?

yep

Please add controller support

game dev has a slow cooker mode now 😂 throw an idea in before bed and wake up to something playable. dopeee👏

Okay cause this is actually really interesting. What’s the vibe of this? How long you been building?

3 weeks :D

failed my first try of wave 3, need to up my game!

Just upgrade and try again 😁

Cool approach. Once the core loop is solid, letting AI handle the volume of content generation while you keep the quality control feels like the right balance.

w

The useful split is generate vs verify. Letting the model invent sectors is cheap. The work is still the human pass that decides what is actually fun. Same in tutoring: generation is easy, pointing at the right control is the product.

"I can just ask AI to design new sectors" is the cheap half. "Still need a lot of tweaking to make it interesting" is the job. New guns and enemies are volume. What's your reject rate on a generated sector before it ships?

Can you add a quality section where we can control the render, shadows...so in some devices with lower hardware specs can play this without lag.

Been stuck at wave 15, took a break for a day lol

I'm trying to build games too, but I'm having hard time with game assets. Are you generating(AI) it or using meshsyai kind of service or bought any package. Kindly let me know. Your game assets look really nice and smooth. I don't like those boxy and pixellated games.

Procedurally generating sectors with AI is the fun part, the balancing is the grind. We shipped ours too: one too, here's ours

The loop is the easy part, the magic is in how long players stay after the novelty wears off.

That’s amazing. Love the effect of compounding. Going to try when there’s time.

A sector can look completely new and still play like the last one. I’d rather add one hazard that makes me abandon my default route than keep expanding the gun and enemy menu.

the audio synthesis being that clean from a single prompt actually surprises me. what does the iteration loop look like when a sector comes out flat, do you regenerate the whole thing or patch in pieces?

That’s what I’m noticing too with AI workflows with games… once you have a foundation you personally built, AI can start doing a lot more letting you get a ton more done with less iterations

if AI's handling the sector design, how are you planning to keep the gameplay fresh and avoid repetitive patterns in the new content?

Are you planning to monetize it? :)

What's the failure mode that makes a generated sector feel flat? The content looks right but the play feels off. That's usually pacing, not quality.
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This is my journey, I'm 4 years on E now and I changed a lot and I still want to change more for better, thank you for being with me these last 2 years that I've been on the platform, I want to make so much more for me and for you! Thank you and happy new year!
Amy Bunny
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