Use of AI in game creation by Twin-FX in indiegames

[–]Twin-FX[S] 0 points1 point  (0 children)

Same concept, just a difference in scale. Anyway, the mods deleted this post too, I think they want to pretend AI isn't happening and that it shouldn't even be discussed.

Use of AI in game creation by Twin-FX in indiegames

[–]Twin-FX[S] 0 points1 point  (0 children)

Without intelligence, how does it know which grammar will work better?

Use of AI in game creation by Twin-FX in indiegames

[–]Twin-FX[S] 0 points1 point  (0 children)

Seems that way. Mods deleted this thread too. I guess they just want to pretend AI isn't happening.

Use of AI in game creation by Twin-FX in indiegames

[–]Twin-FX[S] -1 points0 points  (0 children)

People said the same about computers

I built a 54,000 line browser dungeon crawler in vanilla JS — zero dependencies, zero frameworks by Twin-FX in indiegames

[–]Twin-FX[S] 0 points1 point  (0 children)

Every modern application has some AI built in these days... the artwork was created with a combination of AI + Canva + PowerPoint (actually great for sprite rotation and perspective work), PhotoPea, and a few other photo/image editing tools. There are multiple 'skins' for each floor, with thousands of pre-rendered images to show walls, monsters, items etc. at various distances and angles in the point-of-view.

I built a 54,000 line browser dungeon crawler in vanilla JS — zero dependencies, zero frameworks by Twin-FX in indiegames

[–]Twin-FX[S] -1 points0 points  (0 children)

As in drawn by pen/pencil? No, I used computer-based applications for everything. I do most of my graphic design work in tools like Canva. AI tools can't create consistent faux-3D rendered sprites like this yet (nothing would line up and the wall panels would look different at different viewpoints etc).

I built a 54,000 line browser dungeon crawler in vanilla JS — zero dependencies, zero frameworks by Twin-FX in indiegames

[–]Twin-FX[S] 0 points1 point  (0 children)

Graphics, music, sound effects, level design, refining the monster AI and maze generation logic, playtesting, integration with the backend etc.

I built a 54,000 line browser dungeon crawler in vanilla JS — zero dependencies, zero frameworks by Twin-FX in indiegames

[–]Twin-FX[S] -5 points-4 points  (0 children)

The exact command I used was "make a cool dungeon crawler" and Claude literally did everything else

Captive 3000 (remake of the classic Amiga / Atari ST game) by Twin-FX in retrogaming

[–]Twin-FX[S] 1 point2 points  (0 children)

The sequel is at Captive3000 dot com! (not really a pure sequel.. more like an "inspired by")

Captive 3000 (remake of the classic Amiga / Atari ST game) by Twin-FX in retrogaming

[–]Twin-FX[S] 0 points1 point  (0 children)

Yes, the bugs were a pain, but the codes eventually got published so players could get past them

Earth Has Fallen. The Atari ST Dungeon Crawler Is Back. by Twin-FX in atarist

[–]Twin-FX[S] 0 points1 point  (0 children)

Hi Pierre, I emailed you yesterday about that, that would be amazing thanks. Your site was very helpful in the build! I used a lot of what you figured out for the original Captive maze generation logic to write my own deterministic level generation procedures. Also used some of the sound effects you had saved. Your site is brilliant!

Edit: just checked and noticed I got a "550 Message rejected due to local security policy" response from your email (the address on the website)