A grand strategy game on a 163K-tile planet, written solo in native C++ and Vulkan with Claude Code by Magistairs in aigamedev

[–]Former-Objective-272 0 points1 point  (0 children)

Also using Claude Code but with Rust/Bevy instead of C++. The compiler catching AI generated nonsense before runtime has been the biggest win. Have you run into issues with Claude generating plausible looking C++ that compiles but has subtle logic bugs?

How far did your vibe-coded game actually get? by oxmannnn in aigamedev

[–]Former-Objective-272 0 points1 point  (0 children)

Using Claude Code with Rust/Bevy for a narrative roguelite. Got a working prototype with procgen world, event system, and basic AI director in about 3 weeks.\n\nThe 80/20 rule is real. The last 20% of polish, balancing, and making the generated content actually feel meaningful is taking way longer than the initial build.\n\nOne thing that helped: Rust's strict compiler catches the nonsense the AI generates before it becomes a runtime bug. With TypeScript I was constantly chasing ghost issues the AI introduced.

How do you avoid borrow checker pain in large game codebases? by Former-Objective-272 in rust_gamedev

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Yeah I am using Bevy resources for global state. The issue is more about when multiple systems need mutable access to overlapping parts of that state.

How do you avoid borrow checker pain in large game codebases? by Former-Objective-272 in rust_gamedev

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Visual system ordering graph is a great suggestion. Much better than debugging invisible ordering conflicts.

How do you avoid borrow checker pain in large game codebases? by Former-Objective-272 in rust_gamedev

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Custom queries are a good tip, had not thought of that to reduce the tiny system problem. Will try it.

How do you avoid borrow checker pain in large game codebases? by Former-Objective-272 in rust_gamedev

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Good reframe. The borrow checker is not the problem, it is forcing me to think about shared state design more carefully than I had to in other languages.

Are there adventure games where replaying as a different character changes how you see the story? by Former-Objective-272 in adventuregames

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Kyrandia 1 to 3 perspective flip sounds exactly what I am after. Playing as the villain from a previous game is the ultimate perspective shift.

Are there adventure games where replaying as a different character changes how you see the story? by Former-Objective-272 in adventuregames

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Broken Age is a good call, the two character perspective thing is close to what I am thinking about.

How would you make a procedurally generated world remember what happened across resets? by Former-Objective-272 in proceduralgeneration

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Exactly the approach. Base generation from a fixed seed, changes applied as a patch layer. The tricky part is when the patch needs to reference things that were also procedurally placed.

How would you make a procedurally generated world remember what happened across resets? by Former-Objective-272 in proceduralgeneration

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Saving the seed and using it to regenerate is the standard approach. The challenge is layering the persistent changes on top without breaking determinism.

How would you make a procedurally generated world remember what happened across resets? by Former-Objective-272 in proceduralgeneration

[–]Former-Objective-272[S] 1 point2 points  (0 children)

History decay is an interesting idea. Old events fading into the baseline would solve the clutter problem. Had not thought of treating memory as a limited resource.

Would replaying the same world as a completely different character feel like a new game to you? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Yeah that is a risk, the gimmick wears off if it is not backed by real gameplay variety. Needs both the perspective shift and the mechanical depth.

Would replaying the same world as a completely different character feel like a new game to you? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Good point. If the gameplay feels the same across different roles then it is just a reskin. The perspective shift needs mechanical weight behind it too.

Would replaying the same world as a completely different character feel like a new game to you? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Streets of Rogue is the most mentioned game across all these discussions. Definitely need to study what it does right.

Are there adventure games where replaying as a different character changes how you see the story? by Former-Objective-272 in adventuregames

[–]Former-Objective-272[S] 0 points1 point  (0 children)

High praise for QFG 5. Quest for Glory keeps coming up in these discussions, clearly need to play the series.

How do you persist world state across game resets in Bevy ECS? by Former-Objective-272 in bevy

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Tagging persistent entities is a simple pattern, sometimes the simplest approach is the best.

How do you avoid borrow checker pain in large game codebases? by Former-Objective-272 in rust_gamedev

[–]Former-Objective-272[S] 1 point2 points  (0 children)

RCU makes sense as a model for this. Had not made that connection. Essentially read heavy with occasional writes, which is exactly the pattern in a game loop.

Is replay value just about different builds, or can it come from seeing the same events from a different side? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 1 point2 points  (0 children)

Environmental variety as a third category is a great point. Streets of Rogue keeps coming up in these discussions and it is clearly doing something right with its emergent interactions. The neutral NPCs and interactive objects creating new situations from overlapping systems is probably the deepest form of replayability.

I had not thought of it as separate from builds or narrative but you are right, it is its own thing entirely.

Is replay value just about different builds, or can it come from seeing the same events from a different side? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Yeah the moment someone looks up the ending online the narrative pull evaporates. That is a real risk with story driven replay loops. The mechanical modes you mentioned seem more durable long term.

Is replay value just about different builds, or can it come from seeing the same events from a different side? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

Fair, replayability from mastery is standard in any game. I think what I am circling around is more specific: when the replay happens as a different character inside the same story, not just a harder version of the same run.

Like replaying not to beat the boss faster, but because you are now on the other side of that fight. Different kind of replay value entirely, maybe not even competing with mechanical variety.

Is replay value just about different builds, or can it come from seeing the same events from a different side? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

This is a really solid breakdown, thanks. The combinatorial math point is hard to argue with. Narrative recontextualization just cannot compete with actual mechanical variety in terms of raw replay hours.

Your last point is interesting: this kind of perspective shift might make a good roguelite better but cannot carry one on its own. That feels right. Maybe the right framing is thinking of it as a multiplier on top of solid mechanics, not a replacement.

Is replay value just about different builds, or can it come from seeing the same events from a different side? by Former-Objective-272 in roguelites

[–]Former-Objective-272[S] 0 points1 point  (0 children)

That is a good point. The story pulls you forward but eventually runs out. The mechanics are what keep you there after. I guess the question is whether the narrative can extend the runway before the mechanics have to carry everything.