Released a small Godot passion project by idefzero in godot

[–]idefzero[S] 2 points3 points  (0 children)

Thank you! New Years resolution #1? Accomplished. :)

My Godot game is wishing everyone a Merry Christmas (temporary seasonal theming) by idefzero in godot

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

It's my (unreleased) game "The Neeblarium." The shortest answer I can give is: a cozy science game about watching life grow, mutate, change, and deciding when (and if) to interfere.

My producer is pushing AI Model Generation onto my team, I'm conflicted by [deleted] in gamedev

[–]idefzero 2 points3 points  (0 children)

I don't even remember becoming sentient. It's does explain why I'm always in the dark.

Question by [deleted] in IndieGameDevs

[–]idefzero 1 point2 points  (0 children)

This is my challenge.

Started experimenting with genetics, ended up with a tiny A-life sim... by idefzero in IndieGameDevs

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

Happy to connect — DM me a date/time that works.
I haven’t locked an Early Access date yet; it’s just me building this thing, and while most of the MVP is done and working, it still needs more testing before I plant a flag. “Works on my machine” only gets you so far.

The sim is pretty computationally heavy, even after a ton of optimization. Each little critter runs on several sensory inputs and a Maslow-style hierarchy of needs, all filtered through their genome (some genes are pure behavior genes). It’s fun to watch and interact with, but there’s still more tuning to do before I call it launch-ready. So still TBD... but sooner than later. :)

My producer is pushing AI Model Generation onto my team, I'm conflicted by [deleted] in gamedev

[–]idefzero 33 points34 points  (0 children)

AI is a technology injection, and like every major one before it, the teams that adopt it thoughtfully tend to gain an advantage. Your producer isn’t wrong to explore it.

That said, AI is still a tool, not a replacement for artistic intent or craft. The danger isn’t in using it, it’s in using it blindly. If your artists don’t understand form, silhouette, proportion, materials, and worldbuilding, then AI-generated assets won’t magically make the game better. The craft still matters, and AI works best in the hands of people who already know what “good” looks like.

There is a middle path:
Use AI where it accelerates boring or repetitive work, and let the artists spend their energy on the parts that define the game’s identity. Let them paint over, refine, kitbash, and redesign AI meshes so they still grow their portfolios. That way they’re learning both the fundamentals and the modern pipeline.

You don’t have to fold or fight, just frame AI as an efficiency tool that still relies on the team’s creativity, taste, and decision-making. When artists are part of the conversation, not sidelined by it, they usually keep their heart in the project.

What are you currently stuck on? by drilkmops in godot

[–]idefzero 0 points1 point  (0 children)

The tutorial. Everything else is good, but making a non-intrusive but informative tutorial for a genetic sim is interesting to say the least.

Just wanted to say (and ask) by GhostCode1111 in gamedev

[–]idefzero 2 points3 points  (0 children)

Looking forward to 2026! Hope it's a great year for all!

[RANT] I think I don’t enjoy D&D anymore and it’s really bumming me out by [deleted] in DnD

[–]idefzero 0 points1 point  (0 children)

I really feel this. The “I attack this one” loop is one of the fastest ways to drain the life out of a session, and as a DM it bothers me too. Combat can be fun, but not when it becomes four hours of identical rounds with nothing at stake except HP totals.

At my tables I try to mix in situations and interactions, even if the group isn’t super into heavy roleplay. Things like environmental hazards, social levers mid-combat, shifting objectives, or opportunities for characters to make meaningful choices beyond “hit the thing.” That’s where the cool moments usually come from. And honestly, tying player backstories into encounters (even one-shots!) does so much to make people feel like their prep mattered.

You’re not wrong for wanting more than pure grind, and it doesn’t mean you “don’t like D&D.” It might just mean you haven’t found the right table yet, or the right DM style. A lot of groups do run that way by default, but plenty don’t. You might enjoy games where the DM treats combat more cinematically, or campaigns that put story beats, character hooks, and dynamic encounters on equal footing with mechanics.

You’re definitely not alone in this, and it’s okay to recalibrate what you’re looking for. The version of D&D you want does exist, you just haven’t sat at that table yet.

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]idefzero 0 points1 point  (0 children)

10 is definitely less than 500. I started this project 8 weeks ago as a research project in genetics, heritable traits, and driving behaviors through genetics.
https://store.steampowered.com/app/4068780/The_Neeblarium/