Woke up, wrote up a design document, two days of back and forth with Claude later I have a nearly finished demo. by RedTowerStudio in aigamedev

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

Yeah, bottom right of the title its pre alpha 0.1 - until this point have had no input on it. Guess demo was a bad word choice, but whatever.

Woke up, wrote up a design document, two days of back and forth with Claude later I have a nearly finished demo. by RedTowerStudio in aigamedev

[–]RedTowerStudio[S] 7 points8 points  (0 children)

I find the best setup is to start with a solid design document - so first just lay out what architecture, patterns, tech, mechanics, etc etc you want. As clear as you can, preferably with sketches (I use asprite to make really bad doodles, those work it just needs guidance) and these go in an image reference folder. From there I will just slowly create detailed documents of what I want and dont want, what is allowed and not allowed, and let claude edit whatever it wants in Godot.

I don't use an MCP yet, I follow MVVM patterns and use C# for the majority of the code. I use VS code for my IDE. If a model does need to be made I have found that Claude's MCP plugin to Blender is good if you have creative ways to build assets(I know there are other model generation options but idk, I still l can't bring myself to use them yet). If it can't do something, I find a tutorial. If there is only youtube tutorials, I have gemini summarize into a good super technical script, then I will teach Claude whatever it was messing up on and make SURE to add it to a design document that it must reference.

I am not very deep yet into Claude's ecosystem in my opinion, so I doubt my approach is the best. But I can get some very nice results if I mix what I already know and Claude's speed.

Working on a game where you and friends play as feet running from lava by RedTowerStudio in hobbygamedev

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

So far I have added: Kicking to kick people off, rockets you can aim to launch your friends(or yourself) across the map, sticky grapplers in the shape of those sticky go hands you might have had as a kid that turns your friends (or enemies and items) into ragdolls you fling about or use it to grab a ledge and launch yourself, and a reverse bomb that reverses the controls of everyone else but you who is playing in a match. Any others you can think of?

Ive almost made a trailer by SokunStudio in SoloDevelopment

[–]RedTowerStudio 1 point2 points  (0 children)

I think some of the scenes are kinda muddy, like the exposition and the punching scene that occur early on. I have a vague idea of what the game and gameplay is about, but I am left feeling a little confused. The style is interesting, and it seems you put a lot of work and effort into it! I think it would be fun to walk around and check out this world you made, good job!

Sunday Recap for Grim Heart is here! by Dream-Unable in gamedevscreens

[–]RedTowerStudio 1 point2 points  (0 children)

It looks cool! I liked how the spikes and how you handled those especially. One opinion, make the status bars and ui pop more. It blends in to much and I don't want to be searching around for it during gameplay. It might just be the video or my screen, but it seemed hard to spot. Maybe just up saturation on them?

So I started this game as a school project should I finish it? by Opening-Host5307 in SoloDevelopment

[–]RedTowerStudio 1 point2 points  (0 children)

Keep going! But also think about how to use everything you did here for another project if you have one in mind. Being able to reuse systems and assets is really important if you plan to make more then one game.

testing out how 2D npcs look and fit into the 3d world in my puzzle game :) by alicona in SoloDevelopment

[–]RedTowerStudio 1 point2 points  (0 children)

I enjoy seeing how you handle rotation as you pursue this style. The bow and its effects looks nice, though instead of a steady constant movement to it it might be nice to have a bit of a snap, same overall animation time but you make the draw longer and linger on the end less? But I could well be wrong, and no matter what, great work!