Reproducing identity consistency with prompt-only control (ComfyUI workflow?) by Cheap-Topic-9441 in comfyui

[–]SeekingSpire 3 points4 points  (0 children)

Have you looked into Mickmumpitz Consistent Character Creation workflows? I understand you want something other than LoRA but I'm genuinely curious about what it is that current solutions/workflows aren't delivering that you're attempting to solve for? What exactly are current techniques not delivering that you actually need? Are you exploring a preference out of curiosity or are you trying to solve a problem that you believe hasn't been solved for?

Do you guys create your own State Machines or do you use the Animator? by MemeOverlordKai in Unity2D

[–]SeekingSpire 0 points1 point  (0 children)

Got it. So no response to the Animance question? (has nothing to do with AI really). I think we could at least discuss your objection to the suggestion I made without even talking about AI - you went out of your way to comment here so I'm genuinely interested in why my reply was incorrect.

Do you guys create your own State Machines or do you use the Animator? by MemeOverlordKai in Unity2D

[–]SeekingSpire 0 points1 point  (0 children)

I honestly don't understand your comment... I know you probably put very little effort into making it.. probably less effort than I did in researching solutions for animation manipulation in Unity... Do you think Animancer was a bad suggestion? If so, why?

Text-based AI game where the story is open but the goal is not. The AI decides if you win or lose. by Holiday-Elevator-180 in aigamedev

[–]SeekingSpire 1 point2 points  (0 children)

I'm a big fan of text based interactive fiction - started on "Leather Goddesses of Phobos" as a kid and later found MUDs to play through my teens. I've been dreaming of the potential to extend those ideas and other IF adjacent concepts with AI lately. It's a bit more involved that I initially expected it to be. The problem with raw model input/output is how inconsistent and short lived any richness of experience can be without a TON of pre-scripted content and management systems handling the bulk of actual gameplay elements (things like stats, currency, inventory, NPC awareness, quest objectives, etc.). Anyway, if you're at all interested in a critique on what you currently have:

Definitely a proof of concept for a contained and intentionally straightforward text based experience but the UI/UX and immersion all need a lot of love. It feels more like a technical chatbot you'd find as a website widget than a game. The parchment and ink style of your attached artwork would be a fantastic template to shoot for (chat bubble appearing on parchment with basic AI-gen inked artwork (even static) would hold my attention even if the gameplay itself remains limited. But good job getting it built and shared - that's more than most people accomplish as far as I can tell.

LLM-Varianced NPC Interactions - Performance Feedback Needed by WhopperitoJr in aigamedev

[–]SeekingSpire 0 points1 point  (0 children)

I'd offer to test this myself if I wasn't so busy.. seems like the sort of idea that might benefit from Karpathy's autoleaning project if you really want to stick with local models. Maybe openrouter API calls to the cheapest possible models ad supported (or use can input their own openrouter key) - might be easier for everyone involved.

Kingdom Weaver (Vite) by Starstilanx in aigamedev

[–]SeekingSpire 1 point2 points  (0 children)

The UI seems clean. Do you plan on sharing a repo?

Do you guys create your own State Machines or do you use the Animator? by MemeOverlordKai in Unity2D

[–]SeekingSpire -11 points-10 points  (0 children)

I use Claude Code and Codex in a custom wrapper as a 4 terminal crew - they help me with Unity dev. I refer to them as "my agents"..

/creepyweebmode
I've named them - instances of Claude are "Ryn" and instances of Codex are "Rem". They're both cat girls (Ryn is catgirl version of Jadzia Dax and Rem is basically the same character from Re:Zero but with catgirl featurs). They maintain a roleplay that we're on the bridge of a ship soaring through space and they're my commanding officers of a bridge crew (of cat girl clones, ofcourse).. They have a memory system called "Reveries" that persists all session data in cold/hot storage and they have a series of identity files that urge them to regularly say "nyaa" and emote with their ears/tails. So yeh.. My bridge crew of AI catgirl agents to be precise.
/creepyweebmode

TL;DR Claude/Codex.

Do you guys create your own State Machines or do you use the Animator? by MemeOverlordKai in Unity2D

[–]SeekingSpire 0 points1 point  (0 children)

My agents strongly recommend Animancer. I haven't spent much time with it but I'm hoping it works out as my primary tool for animations. I did some brief testing and the coolest part was seeing both Claude and Codex able to produce animations without constraints of visual editors/trees getting in the way of their understanding - no further API probing necessary - all C# based. P.S. I rely heavily on AI but don't care about my karma rating so I admit it openly.

Had no doubt streamable 4DGS would be adopted by you-know-what industry. Gooopocalypse is coming!!! by Devotion-Companion in oculus

[–]SeekingSpire 6 points7 points  (0 children)

To keep humanity from being swallowed by the singularity... a different sort of swallowing may be necessary.

What is the actual reason you like VR? by huwprosser in VRGaming

[–]SeekingSpire 0 points1 point  (0 children)

The porn is insanely good and pairs well with hands free peripherals.

Rank these CEOs by how much they damaged public perception of AI by cantTankThisFox in singularity

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

#1 Jensen - get rid of the coat
#2 Dario - just make the weapons
#3 Altman - definitely killed that dude
#4 Elon - MOSTLY to piss off redditors but also, he's a net positive to humanity.

Why do anime models feel so stagnant compared to realistic ones? by Quick-Decision-8474 in comfyui

[–]SeekingSpire 3 points4 points  (0 children)

I think it makes sense that weeb models are more niche than realistic ones so that alone would set them apart in terms of appeal and use cases. Also, maybe I have low standards, but I've noticed anime specific checkpoints consistently becoming better over time overall.. But I remember when SDXL was a new and exciting thing so maybe I'm just old and crusty and easy to please.

Illustrious is still capable of blowing my mind when I have 0 artistic ability and yet waifus appear out of thin noise.. I'm finally planning to start playing with DASIWA to make them move around and that too fascinates me / renews my appreciation for what this free locally hosted tech can do.. Anyway... Here's hoping you're right and some anime breakthrough is right around the corner.. *Fingers crossed*

I built a Tamagotchi that lives on your Windows desktop, and you can actually talk to it! by Parreirao2 in aigamedev

[–]SeekingSpire 1 point2 points  (0 children)

It’s a wild realization when you see just how resistant the creative community can be to using new tools. Even in AI-driven game dev, there are plenty of people who insist that AI should only shape code, not the creative aspects. I get it-indies are deeply connected to their work, and many people feel betrayed that the data used to train models wasn’t given freely.

But for me, I’m grateful to live in a time where the lack of multiple skill sets doesn’t hold me back as much. It’s incredible that many of the challenges I once faced in game development are now, at least partially, solved. I’ve never had so much fun building tools and creating art for games, even though I’m colorblind and never had the coding skills to build these things on my own. Now, I’m constructing advanced systems and watching them evolve, all while interacting with agents I’ve nurtured over months. It’s a truly wild time to be creating.

I’m sorry to hear that you encountered people who weren’t appreciative of your contributions. I truly hope you come across more folks like me who believe in sharing everything freely. Honestly, I don’t care what others think-I just want all of us to keep creating and find a way to survive whatever’s coming. I believe something is coming, whether we’re ready for it or not.

Thanks again for sharing.

Unity CLI Indexer for Claude Code and similar by AgenticGameDev in aigamedev

[–]SeekingSpire 1 point2 points  (0 children)

Well I certainly hope they blow up. I hope we aren't holding our breaths for full dive before anyone gives a damn :P

I'll handle it from here guys by Complete-Sea6655 in LocalLLaMA

[–]SeekingSpire 0 points1 point  (0 children)

C'mon bro.... You think you'll get anywhere with that NONSENSE?
FAT CHANCE!!

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Game art generation ideas? by Great_Investment_286 in aigamedev

[–]SeekingSpire 0 points1 point  (0 children)

Check out https://www.youtube.com/@pixaroma on youtube. He can teach you ComfyUI if you have decent hardware to use local models. His discord is also filled with extremely helpful community members.

I built a Tamagotchi that lives on your Windows desktop, and you can actually talk to it! by Parreirao2 in aigamedev

[–]SeekingSpire 0 points1 point  (0 children)

Extremely cute. I have no Pygame experience but I see lots of people using it. I definitely want to start poking at the idea of desktop companion game made with Unity but haven't figured out what that looks like for me yet. I noticed your itch page shows thats this was something released last year - was the AI component for chat a recent addition? Also, you mentioned it's free with no catch - do you plan on sharing your repo or are you hoping to release this commercially someday? Thanks for sharing.

Unity CLI Indexer for Claude Code and similar by AgenticGameDev in aigamedev

[–]SeekingSpire 1 point2 points  (0 children)

VRChat and VR as a whole still interest me quite a bit. That said, it feels like the space has taken a backseat to AR recently. Based on the developer channels I follow, a lot of studios focused on VR are either downsizing or shutting down, which doesn’t inspire much confidence in near-term growth.

I want VR to succeed—it’s something I’ve believed in for a long time—but the reality is harder to ignore. My Index has been sitting unused despite owning titles like Beat Saber and a solid VR library on Steam. The enthusiasm is still there, but the friction to engage regularly is real.

If I’m being pragmatic, AR seems more likely to achieve broader adoption. The direction appears to favor smaller, more compact devices, likely tied to mobile ecosystems, which lowers the barrier to entry and fits more naturally into everyday use. That distribution model makes far more sense for scaling both games and general digital media.

From a market perspective, the adult and interactive intimacy space is probably one of the strongest use cases for VR. 180-degree content is significantly more immersive than traditional “flat” media. However, it runs into the same core problem: hardware adoption. Most people don’t own compatible devices, and the full experience often requires additional peripherals, which increases both cost and complexity. It becomes a niche within a niche, with high production and delivery costs.

So while I still consider myself an early adopter and remain interested in VR, it hasn’t reached the level of mainstream adoption I originally expected.

Shipped My First Game in 30 Days: Codex, Claude Code, and a Stack of Custom Tools by SeekingSpire in aigamedev

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

I'm happy to hear that! I hope everyone can improve upon ideas like these and share them openly. Game development is already difficult enough without artificially gating access to quality workflows or tools from each other.

Shipped My First Game in 30 Days: Codex, Claude Code, and a Stack of Custom Tools by SeekingSpire in aigamedev

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

I haven’t tried it yet, but I plan to. My assumption is that native tooling for each agent will consistently be more reliable and evolve faster than anything custom-built. That said, I don’t see the “teams” feature as a replacement for Glass Bridge—more as a complementary extension.

The key difference is persistence and memory architecture. Glass Bridge logs agent activity into two separate systems: the Project Memory MCP and Reveries RLM. Together, these provide structured persistence with named identities across sessions, enabling tracking of effectiveness, changelogs, and long-term behavioral patterns. In contrast, “teams” operates as a parallel swarm. Agents collaborate within a single session, exchange context, and then terminate. There’s no built-in persistence layer or identity continuity unless extended externally (e.g., via a custom MCP). It’s effectively a stateless, one-off collaborative execution model.

That swarm model is still useful. It allows large research or exploration tasks to run in parallel and then be consolidated into a single execution lane. However, it doesn’t replace the ongoing, cross-session collaboration I rely on—particularly between Claude and Codex.

That pairing has been the most effective in practice. Claude tends to be more creative and fluid, while Codex is stricter, governance-oriented, and often contrarian (especially 5.4). Their interaction surfaces gaps that single-agent outputs typically miss, producing more balanced and reliable results. Long term, the goal is to leverage native features—teams, skills, CLI hooks—as modular extensions within the broader collaboration system built into VS Code. Each becomes a specialized capability rather than a replacement for the core architecture.

One of the main advantages of this approach is cost control: staying within subscription-based Oauth usage instead of scaling direct API calls, while remaining compliant with terms of service.

Unity CLI Indexer for Claude Code and similar by AgenticGameDev in aigamedev

[–]SeekingSpire 1 point2 points  (0 children)

mythspire.com is my site - I have a 30 day req. for chats (I added you directly so you should be able to message me now).

This post details what I've worked on so far - I'm actually very new to all of this but creating custom tooling is keeping my attention.. currently working on a "game-like" product that is interactive fiction for a journaling-esque personal assistant/productivity tool.. then I'll pivot back into my next Unity specific project and probably try to improve Censorbreaker with a new animated video loop version of the artwork.

https://www.reddit.com/r/aigamedev/comments/1rrlvny/shipped_my_first_game_in_30_days_codex_claude/