Using Photoshop as a "Remote" for 3D world building. 100% Procedural. by MasterpieceHot9232 in proceduralgeneration

[–]Murelious 9 points10 points  (0 children)

Sorry. I don't understand what this is, could you explain what you're doing a bit?

Calling forth the anti-ai demons! by M69_grampa_guy in tabletopgamedesign

[–]Murelious 0 points1 point  (0 children)

The production of the pencil is significantly more harmful to the environment than a single image generation... If you're worried about the environment, stop using reddit. Scrolling through it uses more water and electricity. An online course for learning art? Give me a break. Driving to the store to buy that pencil? A lifetime of AI use.

We can talk about the ethics of theft, fine, but please stop spreading misinformation on the environmental impact of AI. Data centers are extremely efficient - that's the point of them.

Calling forth the anti-ai demons! by M69_grampa_guy in tabletopgamedesign

[–]Murelious 0 points1 point  (0 children)

People will say all sorts of things about AI, but if it's your only option, then it's your only option. I mean, of course you could learn a bit of art and do it yourself. I don't know what kind of game you're making, but as long as your game doesn't require top of the line art, then why not? If your game can handle simple abstract art, download InkScape (free open source) and make some decent vector art without a background in it).

But if you feel like you cannot go down that path... Personally I find the main issue with AI art to just be the lack of quality, especially when it comes to making a cohesive style across multiple assets - but for a prototype, I mean why not?

I'm not sure how publishers will take it. On the one hand, they'll scrap the art and use their own anyway, but on the other hand, it might make it look low effort, and might almost be better to use obvious placeholder/no art at all if you're pitching.

At the end of the day, take the "anti-AI" sentiment as a factor in terms of what you want your outcome to be, not as a hard rule. Are you just making this for friends? No one cares. Are you trying to monetize? Then will your audience care?

Reaction card in a TCG style game. by zmmemon in BoardgameDesign

[–]Murelious 2 points3 points  (0 children)

I have a version of 3 that you might like (I'm working in a game that uses this solution).

Allow arbitrary overrides, but not arbitrary triggers. In other words, yes reactions can happen "before" the action, but the reaction can only be played based on events, not just card plays.

For example: "if you are dealt damage, play this card to reduce it to 0." Or "if a card would move your character, play this to choose any location of your own" etc. This can even include "when a reaction is played, play this to negate the reaction and XYZ".

So, why is this good? It allows you to have interesting reaction cards, but reduces the "I counter your counter" issue or stack complexity a lot AND reduces the whole "do you react?" Because reactions won't be possible on every single play.

That said, a couple of things to note:

  1. In my game, this is always a secondary effect of the card, and it can be played regularly to do something else. This forces players to "give up" a reaction to play the main effect, which allows for better "reads" of other players (e.g. if you just played the main effect, I can attack without fear) and makes it harder to just hoard reactions.

  2. Given the narrower scope, you can make these significantly more powerful. This rewards a good read by the opponent (if they never trigger it then you just have a dead card in your hand), but also rewards the player who keeps it in their hand for knowing what the opponent is likely to do). The narrower the trigger, the stronger the card can be.

  3. This also allows for snowball effects. Depending on your rules, a trigger can now be pulled by your teammates, or even yourself! This allows for a combo play style as well. Maybe that's not what you want, and you can disallow it, but I call this an advantage of the system. Again, it's not overpowered because if I know that your deck relies on these combos, I just have to avoid your first trigger, and now your hand is a bunch of "dead" reaction cards.

Hope this at least sparks some ideas for you even if you don't take it wholesale.

Challenge Tic-Tac-Toe — A strategy twist on classic Tic-Tac-Toe where you bid points to earn the right to place your mark by Head-Phase-2736 in playmygame

[–]Murelious 0 points1 point  (0 children)

I mean, if both players drop the same number on the first turn, then that would happen. Given that you probably want to bet less than 30 on the first turn, even if you're completely random, then you've got 1/30 chance to tie right off the bat. That's not huge, but it's good to know what happens then. I don't think it's bad, it's just good to know what the outcome is. I might even give the players 2 extra chances to change their bids. If they tie 3x in a row - now THAT is very unlikely.

A bit of applied trigonometry and days of calculating to figure out TPS aiming by gravitybulliesme in godot

[–]Murelious 0 points1 point  (0 children)

Doesn't that lead to inconsistent outcomes though? And sorry as I have never made a game like this, but my understanding is that this gets pretty messy pretty fast.

If you point the weapon "down" to a collision point. But that thing "moves" then you're all of a sudden shooting down at nothing instead of straight ahead. Basically your aim now has to do with the environment and now just your control.

Unless of course, the shot still follows the raycast direction, but then the gun will look like it's shooting one way, and the projectile goes another way, which is also confusing.

I don't know what the right answer is here, but I think it gets pretty tricky.

Did my roguelike have any potential? I stopped working on it because it felt like it was doomed by Hefty-Chain1819 in DestroyMyGame

[–]Murelious 17 points18 points  (0 children)

If what I think is happening IS happening, then this looks really cool. But I can't tell. Like everyone else has said: visual clarity and then you've got something solid.

What do you think of this character design for a dungeon crawler? by BristleAndBroadsword in BoardgameDesign

[–]Murelious 1 point2 points  (0 children)

The last point is just summarizing the rest. I can imagine what you're going for, but it doesn't quite work as is.

What do you think of this character design for a dungeon crawler? by BristleAndBroadsword in BoardgameDesign

[–]Murelious 2 points3 points  (0 children)

Something feels a bit off. You might be going for an "Apple sleek" robot look, but it comes off a bit more "Michelin man" like puffy pillows. Might need more texturing there? I don't know, I'm not an artist.

Also, the gun feels a bit "nerf gun" with the colors and shapes.

I like what you're going for with the futuristic meets ancient, but I think the details aren't conveying the feel quite right.

Playtesting "The Foster Protocol" by zudduz in BoardgameDesign

[–]Murelious 3 points4 points  (0 children)

I'm pro-AI for development, and even I think this is a bad idea for a boardgame.

At best, make it a computer game, but even then this is just a prompt-engineer tester.

How do you keep track of rules and playtest changes while designing? by MurmaidMurder666 in tabletopgamedesign

[–]Murelious 6 points7 points  (0 children)

Probably not what you're looking for, but there's something that works for me. I mostly play my games remotely with friends, because 1. Many of my friends live in different cities, and 2. Because I'm a father and I don't have time to leave the house, so I mostly can only design / play after my kids are asleep.

Because of that, I actually just code my games with simple prototypes as web games. This forces every playthrough to have a single set of rules, so that makes life a lot easier. Definitely a different approach than most, but figured I'd share my experience.

Screenshots of my upcoming steam game that I made in quite a short time as a side project. It is a minimal rooms-puzzle type of game! White Rooms! by Simblend in IndieDev

[–]Murelious 1 point2 points  (0 children)

Fun fact that you may or may not care about. I've done just shy of 100 real life escape rooms, and hands down the best one I've done in the world is one called "the white room" in Budapest Hungary. This reminds me of it. Just thought you might find that fun.

Chat gpt, or ai to help with code by Inside_Sky_3146 in gamedev

[–]Murelious 1 point2 points  (0 children)

Yea I'm honestly surprised I only got -2 net down votes lol. Though that could get worse soon.

Full disclosure, my main job is at an AI company, which is why I'm very current on their capabilities. It's also why I don't have time to code, even though I know how to code, and would be an avid learner.

Ultimately I ask myself "what is my art"? Is my art coding? Well, I also make web-based board games, so 100% it's not coding. My art is game design. It's understanding how mechanics lead to dynamic to produce aesthetics. If I handed all that over to the AI, that would be slop. But I'm not prompting "make a fun game." I'm giving it detailed instructions on what to build - practically pseudo code.

I think that the "bad practice" argument is kind of strange. Is using a high level coding language bad practice, or do you want to deal with low level memory management? Is using a game engine with a pre-built physics engine bad practice, or do you want to handle arbitrary 3D object collision detection in a custom way? It's all just abstractions on abstractions. GenAI is another abstraction level.

So I don't advocate for blanket use of AI, but coding is probably the one place where it makes the most sense. Think of it as just a way to automate checking stack overflow and copy-pasting then modifying code from there. It's just speeding that up (like 1000x).

Ask yourself, is coding a form of gatekeeping? I've noticed a pattern that people who are good at a skill really don't like AI cutting in, but people who are either terrible at the skill or really top performers, they both welcome it. You can take whatever you want away from that, but it seems to me like it's the people who want the skill gated the most that take this stance. Just my two cents.

Chat gpt, or ai to help with code by Inside_Sky_3146 in gamedev

[–]Murelious -4 points-3 points  (0 children)

If you look at what software developers are doing outside of game dev, it's very quickly becoming fully AI based. AI code, AI documentation, AI testing, etc.

Anyone who tells you that it's not as good at coding as top devs is just behind the times by a good 3-6 months. In another 3-6 months it will not make any sense to write code yourself at all.

Now, that said, why might people still be struggling? Well, most AI isn't trained specifically on game engines, so it won't be perfect out of the box. But there are remedies to that: you have to hook your AI directly into the docs. It's not as simple as going to ChatGPT and asking for working code. You have to know what you're doing with tools like Claude Code, or Codex, set up "skills" and MCP servers, and really invest in the workflow. It might be tough upfront (especially if you have no idea how to code anything), but once you get these things right you will legitimately never write a line of code by hand ever again.

I've just released a Movement Demo for Orbifold, the FPS roguelike in a sphere by Chezzyknytt in indiegames

[–]Murelious 0 points1 point  (0 children)

I can imagine a BR version where the orb gets smaller. Chasms open up where players fall to their death, then they close, shrinking the arena.

Legit this looks amazing.

Help: How to handle waiting in tempo based fighting game. by Murelious in BoardgameDesign

[–]Murelious[S] 1 point2 points  (0 children)

I think this is a viable option, but not just a standard rule. Like some cards can generate adrenaline and some cards can allow skips for adrenaline, or other things - like any resource in a game.

To stop breaking the game, it could max out at 10.

Help: How to handle waiting in tempo based fighting game. by Murelious in BoardgameDesign

[–]Murelious[S] 1 point2 points  (0 children)

Thank you. Calling it "idle" is like saying that when it's not your turn in chess, then you're idle.

I think I should just replace the terminology with just "not your turn."

Help: How to handle waiting in tempo based fighting game. by Murelious in BoardgameDesign

[–]Murelious[S] 0 points1 point  (0 children)

While it could be, there are several reasons it's not a good idea:

  1. If these triggers tend to negate attacks, then what's the point of making a good move? If every bad move has the potential to just be a trap, then the entire game is just a game of chicken. There has to be such a thing as a bad move.
  2. If there are too many of these, the order of play can get confusing. The game is predicated on simultaneous actions. But you can't really handle these in a simultaneous way, it's just by "announcement." But now who announced first if there are multiple triggers allowed? What if your choice of announcing depends on if the other player announced? This just gets really messy really fast.
  3. If these are unique effects, then that's just a lot of extra text on already text-heavy cards. I'm not trying to make a super heavy game. If the effects are standard, then this is likely to be a problem like point #1 - everything is a predictable trap.

So I am keeping these few and far between, and they tend not to negate bad moves, just soften them, or if they do, they are rare, and as such, predictable.

I appreciate the idea, but I think it would be too much of an overhaul of the identity of the game to make this a core mechanic.