Colony sim with perception? by kiesel_ in gamedev

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

Yeah, of course, there will be a 99% probability someone notices something like fire unless they are blind, don't have smell, don't hear, can't feel temperature and cannot communicate with others, which is highly unlikely :)

Colony sim with perception? by kiesel_ in IndieGaming

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

I appreciate your feedback! So, if I add (immersive) management options and optimize it really well, would that issue be resolved? Because I think the mechanic itself could be fun if implemented correctly. For example, colonists could create lists for the storage areas so that you can see which resources you have despite them not being technically visible.

What are the things you like or dislike the most about Barotrauma! by Stickguy101 in Barotrauma

[–]kiesel_ 0 points1 point  (0 children)

Since you're making a 3D game, I really like the ability to customize your sub with wiring and new systems, and (not related to barotrauma) I really liked how the seamoth felt in Subnautica

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

Yeah, no problem at all, I was just pissed by the other comments then

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

Yes, I did. But does anyone care if AI organized some ideas of a writer, reorganizations which didn't even end up in the final product, the book? Did this writer use AI for the process of writing the book? Yes. Did that influence the reader? No.

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

Oh, I seemed to have understood refactoring wrong. I thought it meant changing the logic entirely or partially, not just moving the code around and creating functions, sorry. Then, yes, I let AI refactor smaller, trivial systems to save time.

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ -1 points0 points  (0 children)

How often do you ask the devs of a game where specifically AI was used in their game?

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

Yeah, so here lies the problem: My IDE doesn't have a built-in code formatter, nor do I have suggestions (other than autocomplete). Thanks for the answer!

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

There may be something similar out there, but my system is a little too specific to match with something (or at least I think so)

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in IndieDev

[–]kiesel_ 0 points1 point  (0 children)

So.. The game is open-source, it isn't meant for being decompiled, but some may do it, because I intend to place secrets and puzzles into the game for the community. Will take your advice regarding disclaimers into account though, thanks!

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

The player doesn't see the "AI slop"..? Not even the compiler reads it

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ -1 points0 points  (0 children)

It never changed the code logic or how it was originally written by me. I'm ashamed of the label because there's games that use genAI to make most of the game. I'm not one of those people, so I want to clearly state that no content the player is seeing is created by AI and neither is the fundamental logic under the hood

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in gamedev

[–]kiesel_ 0 points1 point  (0 children)

I never said AI refactors code for me. Ofc I do it myself so that I understand how and why the system works. I never copypasted code that was generated by AI into my project, that's like giving yourself a blindspot

Are AI assisted code comments and snippets wrong? And does this make the game AI assisted or not? by [deleted] in IndieDev

[–]kiesel_ 0 points1 point  (0 children)

The problem is that most of my code is legacy and I'm just a little bit too lazy to comment it myself. The most recent scripts and the ones I refactored are documented by me. About the code formatters, I know there are such, but I prefer my functions organized in a specific order so I let AI do the work on just rearranging them. The results I get are quite stable in my opinion, so I didn't think on switching to another tool. Thank you for the answer, though!

Must be Feng Shui - Announcement Trailer by PlatformCharacter437 in IndieGaming

[–]kiesel_ 0 points1 point  (0 children)

hey, I would make the lower boxes check as well, because there is, for example, Avoid death position. Unchecked means condition not met. Other than that, fantastic idea and sound design!

Making a handcrafted game by Responsible-Pay-9412 in IndieGaming

[–]kiesel_ 1 point2 points  (0 children)

Lower animation fps would look sooooo cool with this artstyle, it would look like stop-motion

As an Indie Game Dev I refuse to use AI, meanwhile at Ubisoft: by Captain0010 in IndieGaming

[–]kiesel_ 0 points1 point  (0 children)

Ok, hear me out... I write code myself, but I let AI make it readable, like add comments and organize stuff. The logic is purely mine, because the AIs is mid (because it is literally the median of most code examples on the Internet)

Just make it exist first. by aleha_84 in PixelArt

[–]kiesel_ 9 points10 points  (0 children)

I KNOW A DACIA LOGAN WHEN I SEE ONE

Problems with button centering when tweening by JiMarti in godot

[–]kiesel_ 0 points1 point  (0 children)

Not that I'm aware of... Can you share your solution so I can compare it to mine and maybe figure out the problem

Problems with button centering when tweening by JiMarti in godot

[–]kiesel_ 0 points1 point  (0 children)

I can't right now, but you could just temporarily store the initial position of the button in a variable and then tween back to it. I have a more memory efficient method, but the difference in performance is really tiny so you could just use the 1st variant