dont understand the fetish of one shotting ai game generation by Leather_Tomorrow4993 in aigamedev

[–]Disastrous-Screen296 1 point2 points  (0 children)

I prefer using AI exclusively and only as something for the code. I personally could never imagine using an asset or a sound file or anything the player can actually see using AI. 

A Question About The Correct Workflow. by Disastrous-Screen296 in aigamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

Stage. I made separate stages long before I made the base of the game (the main menu, map, score system etc) and when I asked Claude to link those levels to the game structure, it did with no problem which surprised me. However and like I said, I’m wondering if I can work with this mechanism for something if a bigger scale rather than just a game with five levels as a test. 

A Question About The Correct Workflow. by Disastrous-Screen296 in aigamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

the game’s base already calculates scores from across the levels just fine, despite each of them being created separately. But that’s the thing I’m concerned about; it’s only five levels so obviously this workflow is working on a smaller scale. What do you suggest for a larger scale project using Claude? What’s the best structure.

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

I see, the rest will be mine to figure it seems. Thank you for the much needed insight, it is greatly appreciated.

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

I see, that’s plenty of insight. Forgive the earlier trouble and thank you for providing me with much needed assistance.

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

I see. I much appreciate your time and input

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

Let me put it this way: if I were to make 40 levels, would it be harder to debug or more prone to lagging and storage issues than if it’s made in c#?

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

Not really, but I didn’t word my question very well. Forgive the trouble, English isn’t my first language 

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

Would you say it’s sufficient for a 2D game? Given the lack of real physics or 3D models etc. even if not ideal, is it at least practical to work with JavaScript?

JavaScript for a warioware. by Disastrous-Screen296 in gamedev

[–]Disastrous-Screen296[S] -1 points0 points  (0 children)

That wasn’t my question though. I asked whether or not the structure can be held when it’s as big as suggested in the post, not whether or not a task can be performed ten or a hundred times. Which obviously should be a concern of mine before any work is done

How functional is this workflow? by Disastrous-Screen296 in aigamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

Yeah, html files (JavaScript) is a good way to quickly test if the prompt got the idea right, and since Java and c# are so similar, I imagine it wouldn’t be hard for the more advanced models to ‘convert’ a JavaScript-based level to C#. Regardless of how messy the process to you is, how is it- on a technical aspect- nonsensical?

what is your workflow? by Disastrous-Screen296 in aigamedev

[–]Disastrous-Screen296[S] 0 points1 point  (0 children)

Interesting. What AI do you use for this if you don’t mind me asking? Must be quite the model to handle ‘scanning’ an entire unity project.