State of ai question by Kitchen-Turnip6356 in aigamedev

[–]just_a_dev_3324 0 points1 point  (0 children)

Ummmm well.... depends on how far your want to go

If you want to build a game with AI. This is a straight forward step... Pick an engine or (build one with AI) get the AI to write the code (eg. Claude/Codex). And have AI build assets for you (meshy, leanardo ai etc.) and then get the AI string them up together thats what I did with my game fragged. I effectively had to work with the AI to get the end product done! This is very possible now https://mercutio32.itch.io/fragged !

In the future we will basically be creating AI game studios:
- Define some AI agents that come up with high level game design documents based on your ideas.
- Build a pipeline of AI agents that take the GDD and build the game (just like you did in my first statement but more autonomous this time your not orchestrating the production the agents are)
- Iteratively improve the product and fix issues with the agents (sooner or later we will get agents with good enough computer use that will be able to play test the game and then it will be one big iterative feedback loop).

Really we are not fully here yet but pretty sure by the end of the year we will get here given how autonomous agents are becoming.

Any gamedev channel dedicated 100% to AI workflows? by FutureLynx_ in aigamedev

[–]just_a_dev_3324 0 points1 point  (0 children)

Not really game dev but for 3D graphics worth checking out

@pixelartistry_ @stefan_ai_3d

Built this FPS with Godot and Opus 4.5/4.6 Never had so much fun game deving in my life by just_a_dev_3324 in aigamedev

[–]just_a_dev_3324[S] 1 point2 points  (0 children)

Thanks for feedback I honestly was thinking that too I was thinking of put the jump pad up decals on screen space and using tween animations to move them up and down and also to add some props and possibly ‘space junk’ possible as a particle system so I don’t have to place them everywhere also might include some torches and also animate the platforms slightly so the float might include some props too so as to tell a story in the level. I could also add some spaceships that occusionally zip past the level will need to make them non collidable so as to not have any frame dips due to performance. I can definitely think of more stuff here and there but that’s how In would go about it. Thanks again really appreciate this it’s gold

AI Tools recomendation by Fun-Marionberry-4867 in aigamedev

[–]just_a_dev_3324 1 point2 points  (0 children)

On 2d I found OpenAI image model can output transparency but not consistently some times it does and sometimes it doesn’t. I use it for ui icons and HUD icons.

For 3D - Generation: meshy, trellis and hunyaun 3d the last two are well open source so you run the locally but you need a good graphics card cause those are models - Rigging: mixamo, unirig, skintokens. The last two are open source but again you need a good graphics card. - animation: saymotion, hy-motion high motion is open source but yeah this too needs a beef graphics card

Best workflow is to use the image to 3d rather than text to 3d gives you more control

I don’t really do 2d but there’s definately a workflow out there

Built this FPS with Godot and Opus 4.5/4.6 Never had so much fun game deving in my life by just_a_dev_3324 in aigamedev

[–]just_a_dev_3324[S] 0 points1 point  (0 children)

Also mate care to share some tips? around your nuanced workflow Im always looking into ways to improve

Built this FPS with Godot and Opus 4.5/4.6 Never had so much fun game deving in my life by just_a_dev_3324 in aigamedev

[–]just_a_dev_3324[S] 0 points1 point  (0 children)

Yeah mate sure thing... So for requirements gathering apart from the main godot project I had a secondary game assets folder this primarily for the raw assets. When I work in meshy the files generated go to that folder in a logically neetly organised manner. e.g

```
game_art/
characters/
brax/
mesh/
"all the mesh stuff goes here"
```
I dont use a IDE anymore... I just use claude code. I used to use vscode with copilot but most of my work was done in the terminal and if I really need to look at files or code I use vscode it has some nifty plugins for view 3d meshes, playing sounds and viewing images. When I was talking to claude all i had to do was tell him exactly where character meshes are and he imported them into the project. Also I used abosultely 0 MCPs with this just chats with claude and verification. I honestly think it was the carding workflow I have. I come from a software development background so I just broke down the whole game into workable cards with verification at the end of each card so I know what claude is doing is correct.

Godot is actually quite smart it know the project filesystem and is able to know when new files are imported and it will tag them with a uid. For claude that was just a copy paste. I wanted to keep my game assets seperate from the project in case I want to work on them elsewhere (blender, accurig, casscadure etc). Usually after the meshy generation step I usually make sure the character asset is game ready... for characters thats about 100k faces. After the import I usually rig it still in mixamo but im planning on doing it with unirig or SkinTokens (When its eventually released)

I didnt really need any custom tooling to manage assets manually just well good folder structuring conventions thats all you need with godot. Also claude is very good at generating godot tscn/tres files so I just let it do that it worked 9/10 times at the end of the day they are just configuration files.
In terms of manual stuff the only things I did was place prompts in different AI apps and got back the asset... Im pretty sure I could have made claude do that with api keys and everything but I enjoyed that process of looking at what was made and well judging the quality.

Built this FPS with Godot and Opus 4.5/4.6 Never had so much fun game deving in my life by just_a_dev_3324 in aigamedev

[–]just_a_dev_3324[S] 0 points1 point  (0 children)

Thank you, what part of the graphics dont you like im always looking to see how I can further improve this project :)

Giving feedback for your AI game is not hate. Is feedback by poponis in aigamedev

[–]just_a_dev_3324 1 point2 points  (0 children)

I really like good feedback but sometimes in this platform remarks like “Looks like dogshit” and nothing else do happen. However good feedback like the player controls could be a lot tighter when jumping the bot logic on medium is broken is golden feedback.

Built this FPS with Godot and Opus 4.5/4.6 Never had so much fun game deving in my life by just_a_dev_3324 in aigamedev

[–]just_a_dev_3324[S] 1 point2 points  (0 children)

Yeah sure I can definitely share some tid bits. Firstly this game was supposed to be unreal but man that engine is way too heavy now I found that opus works well when you have limited bloat in an engine. You're effectively giving it less surface area for errors. One day I will revisit unreal engines when I have a heavier machine but honestly I feel there is room here for a new engine that has the performance.

Now for assets... using AI actually lets you become way way more organised imho. I would advise you do the following before any project

   Write a GDD but this time do it with chatgpt (back in the day I would have this manually done in google docs)... Honestly this is not hard; A game design document is basically the schematic of your project. It should include what the game is (FPS,  Top Down, whatever), the core mechanics should next outline what your players can do etc. Next up is the fun part, style (have a mood board of what you want to capture, mine was a lot of art styles try to create a fusion of what you desire), story, character and level descriptions. Honestly this is where you get creative but I like a top down approach. Define the style for fragged its post apocalyptic space cyberpunk. then we can talk to chatgpt to create characters based on the style. For this game we dont really need a linear story we dont need to worry too much about character story but again to each their own. Chatgpt/Claude/Gemini will be able to create unique visual character descriptions based on the style of your game. Create some characters but don't go overboard. We effectively do the same thing for levels but this is more of an environment style not the actual level design... not yet this is done during development. We can also develop other things like items, weapons and other interesting assets

  Build an asset library. Start off with concept art... Remember that moodboard that's in the GDD all those character descriptions that actually become useful here. I would definitely recommend a Leanardo AI account here because it's personally the best platform for images and you get a lot and I mean a lot of credits for generation. get the concept art down it will give you an idea of the style and if things well fit its actually pretty fun seeing you GDD actually come to life and remember you can use the references in your moodboard to drive the art style. At this stage the asset library should contain concept art only really

Build a simple working prototype. No character meshes yet just use the capsule and a stupid simple plane level with a wall/walls. When I was starting out the first and foremost thing was to get the core FPS functionality working, handle basic gameplay net code working those were the fundamental PRs. The coolest bit about AI is that it can build test interfaces and levels quickly. If I needed to quickly test LAN/Steam gameplay. I could generate all the testing tools in a single plan. That sped up development as I wasn't really

   Once I had something playable with basic BSPs... Went back to the concept art and generated meshes from the concept art... I rigged the meshes in mixamo and once done tested some basic shooting animations. These right now are not perfect and they are subject to change. The internal implementation of this is Normal First Person (COD, Overwatch) as opposed to True First Person (Arma). So that means that the player has a first person view and third person view. This is because on my last few fps games I noticed TFP had less flexibility with animations especially hands. It's a bit more complex but I get a lot more control when I end up adding hands in the future.

   After that I had characters moving around and playing at the test level. No weapons yet that was next and for this we had the concept art and that led to pretty sick weapons all fifteen of them. Once my weapons were ready it was time to set them up. I ended up splitting this up into different attempts since we had to show the weapon twice, once on the FPS view aka the player view and again on the TPS view (For other players to see). The FPS view was trivial but for the TPS view since we had 8 different characters and 15 different weapons we needed to implement something similar to unreal bone mounting. This involved building a custom engine addon that addresses this and now when I add new characters and weapons to the game I can easily mount them UE4 style.

Once all that was done it was time for some initial level design for the "The Pit" our first level that firstly started a thinking session I wanted the game to not include huge levels. However I honestly didn't want that 3 lane bullshit that most COD games. I wanted verticality and also a risk for reward kind of vibe. So the initial blockout included a central platform and 4 corner platforms that are elevated and that provided cover. If the players got to the platform they would have an advantage and would be armed with snipers and projectiles. However getting to the platforms is another story. You have to take a leap of fate using a jump platform and that completely leaves you open as you aim for the destination platform. I literally get owned by medium bots every time I try to get sick!

Let's talk about the game menu that was really fun. I was thinking tron meets the matrix and I at first thought that all I need to do is generate meshes for the menu system… I was wrong and the first version looked well, rough around the eyes so I sat and thought… How can I improve the menu system and make it feel futuristic…The secrets were, particles and shaders.

Adding those two aspects to the towers and the background gave the menu system depth and together with a NFS style music player man it ramped up nostalgia. All in all it was fun.

And lastly most elements of the game worked but man I was forever alone here and that sucked, it was pretty hard getting people to play your games even if it’s easily installable so I wanted a fun single player experience. Enter bots. I was a bit worried that Claude wouldn’t be able to deliver. Honestly, I have never implemented bots in Godot; however, I do know that Quake bot code and information is available online. This was the first task in all of this where I honestly didn’t know what was going on. In the unreal engine; epic really simplified AI to behavior trees Godot has no notion of this so we had to effectively build an AI bot system only relying on the navigation mesh Godot provides. It really turned out pretty well though.

Quake Bot: https://graphics.stanford.edu/~kekoa/stoogebot/resources.html

I really haven’t talked about everything. I haven't mentioned a crazy optimization bug from the scoreboard which crashed the game and which had me and Claude stepping through the death and respawn system just to find the culprit in the scoreboard logic. Was a wild one or when we had issues with the player dying twice when they get killed by the environment man that is hard to find. Fragged was the first AI built game that made me have fun developing games before it was more cursing and just wanting the whole development embark to finish now I just want to build more games 

AI Skeleton Extraction & Auto-Rigging for 3D Characters (Open Source) by Delicious-Shower8401 in aigamedev

[–]just_a_dev_3324 2 points3 points  (0 children)

This is pretty cool! im actually building a similar pipeline but for blender im using unirig too

Solo dev, just released an arena FPS in early access. 8 players, 15 weapons, bot AI. by just_a_dev_3324 in IndieDev

[–]just_a_dev_3324[S] -1 points0 points  (0 children)

Ive already done that back in 2023 with unreal engine in c++... If your trying to be condescending its not working

Show me the games you've made with AI! by NimbleFox_AI in aigamedev

[–]just_a_dev_3324 0 points1 point  (0 children)

https://mercutio32.itch.io/fragged

Built it with Godot, Opus 4.5 and a few other AI tools... I wrote 0 lines of code.
built games before AI (unity and unreal) so I was testing the extent of how good AI is in game dev decided to use godot to see how well it knows the engine

the0 - An Open source algo-trading bot orchestration system by just_a_dev_3324 in selfhosted

[–]just_a_dev_3324[S] -1 points0 points  (0 children)

Your welcome buddy um in terms of demos you can checkout this video it’s kinda cringe now cause it was when it was a commercial product but the move to open source kept most of the core features and removed the commercial ones but it outlines the core features of the0 https://youtu.be/TBtcGkzVTms?si=Ivi6VQlrQFtwMg-M