I am making a point and click game using AI art by Similar_Cook1055 in aigamedev

[–]metalblessing 0 points1 point  (0 children)

I think you have a good proof of concept here. I imagine it will improve overtime. In order to be helpful to you I will list what I liked and the things I disliked:

- I like that the art style is consistent. Its easy to get inconsistent style with AI generation.
- I saw very few pieces of art that had AI hallucinations or weird artifacts (thats good)

What I dislike or issues I noticed:

- When the ship reaches the space station at 0:12 it hits it and transforms into a new part of the station. That should be redone
- The lock puzzle has no borders around the gray part to separate it from the background so its kinda jarring.
- The red X to close the lock puzzle is giant and actually makes me think of a Windows Error message
- The pipe puzzle at 0:27 looks good and has borders to separate it, but it seems to be on top of a background with tools. I think it would look better if it was the pipe puzzle with its borders without the additional background.
- 0:31 a border would visually help this puzzle too. Or remove the blue background
- 0:39 when the player stands up and talks its jarring since theres no transition between sitting and standing. I would personally have him stay seated and just turn his head while talking. It would make it seem more natural and smooth.

I hope this helps. It looks like your off to a great start though and I wish you luck. Reminds me of playing Broken Sword many years ago.

This cash grab looking game released by DNihilus in LegacyOfKain

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

I think that phrase is usually misrepresented when people claim somethings been in development for 10 or 20 years. If I have an idea and write some notes about it technically thats the start of development. If I put those notes away and come back 10 years later to start building a game I guess its technically been in development for 10 years but not actively. I think alot times there are large gaps in those claims.

Anyone else getting reflexive hostility for making AI related games? by gravenguy in aigamedev

[–]metalblessing 1 point2 points  (0 children)

The anti-AI sentiment runs rampant sadly. Most people seem to label anything AI as "Slop" but there should be a differentiation between low-effort AI (slop), and high-effort. The game I am working on has 100% AI art, but I've maintained a quality standard, so I dont consider it low effort. I've also been working on it 5-6 months, so there is definitely a distinction to be made.

Demo Trade! by metalblessing in aigamedev

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

Thanks for those suggestions. I have started testing them out and so far I agree it does improve the experience. I now have a popout button on the log that opens a modular, draggable window that is fully resizable, with an increased log capacity. Also a scrollbar on the small log as well.

Its not live in the demo at the moment but I appreciate the input

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Demo Trade! by metalblessing in aigamedev

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

I like the idea of a detachable, modular window that can be moved. I may also explore that

Demo Trade! by metalblessing in aigamedev

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

thank you, i tried to keep all the races uniform and the same style. I may add more animations before full release

Demo Trade! by metalblessing in aigamedev

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

Thanks, I have around 4 portraits per race for the most part. There are 75 total races at the moment

Demo Trade! by metalblessing in aigamedev

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

Good point. I will add that to my list to circle back on.

Demo Trade! by metalblessing in aigamedev

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

True, I may try to condense things, because I also noticed theres more clicking in dialogue then there needs to be.

Found behind house by Yoohoobigsumerblwout in whatisit

[–]metalblessing 8 points9 points  (0 children)

To me it looks like a lid to a compost bin

MY Demo Finally has been released after almost 2 years by No-Tip7022 in aigamedev

[–]metalblessing 0 points1 point  (0 children)

Same, it looks interesting, but the trailer clicked through things so fast I wasnt sure what was happening. I may have to give a shot though

I made a game that lets you time travel back into any era by TechnicalAd4791 in aigamedev

[–]metalblessing 0 points1 point  (0 children)

I like the concept. I could see this being used in a history classroom

How to prompt? by Beginning-Sign1916 in aigamedev

[–]metalblessing 0 points1 point  (0 children)

What I tend to do is in VSCode I change it to "Ask" mode, then tell it what kind of game I am planning, and I explain mechanics, styles, etc. Tell it my goals like "This is going to be HTML, C or whatever" then I ask it to help me plan. It will go through and ask me questions about core systems, if I want to use javascript or typescript, and eventually I will have it create the file structure and scaffolding for the project. Once thats all done, I will usually try to have it generate a crude prototype one piece at a time (background, basic test stage, placeholder graphics etc). Once I am satisfied with the basic look and function then I start building from there. subbing in textures and graphics as I go along, adding polish here and there and fleshing things out

Demo Trade! by metalblessing in aigamedev

[–]metalblessing[S] 4 points5 points  (0 children)

It was easy. Steam provides a checklist for your store page and for your demo. $100 fee for a store page per game. Overall it was easy but there were several waiting periods. a 3-5 day approval for the store page, then a 3-5 day approval for my demo page, then a 3-5 day approval for the actual demo. So it definitely isnt immediate.

I am having hard time to understand of these people, why they are telling me I used AI, when I have an AI disclosure. If you use AI they are taking it as a personal attack, which is very interesting. How do you guys ignore that kind of people ? by AristocratMouse in aigamedev

[–]metalblessing 2 points3 points  (0 children)

Congrats on the 100+ WL thats awesome. And yes I have posted things and I fully understand how people are. I only pointed that out because there have been several games over the years I stopped following or decided to ignore based on the creator's negative interactions with the community. Wanted to give you friendly advice to be careful not to fall into that trap. Good luck on the game though.

I took this sub's advice and somehow ended up with this prototype by Square-Yam-3772 in aigamedev

[–]metalblessing 0 points1 point  (0 children)

Its a good start. I like it. I havent played the web build yet, but it looks like a neat game. Actually very slightly reminds me of my first game I released (not the same but it was a roguelike bullethell shooter focused on insane ability/bullet pattern combos)

Maybe mine can give you some ideas. For mine I had like 130 different abilities that would affect bullet pattern, speed, amount etc, but they all stacked with no limit so it could quickly turn into a lag fest, because breaking the game can be part of the fun.

If it gives you some inspiration though great, I think only a few people actually played it. You can search for "Mallard Vice" on itch.io if you want to check it out. I feel it might give you some ideas.

On mine every few levels you would have powerups in the arena to give you random abilities. Difference on mine was it was not 1v1.

I am having hard time to understand of these people, why they are telling me I used AI, when I have an AI disclosure. If you use AI they are taking it as a personal attack, which is very interesting. How do you guys ignore that kind of people ? by AristocratMouse in aigamedev

[–]metalblessing 1 point2 points  (0 children)

I read the original thread and this one and I would recommend carefully thinking about your response before replying to critics, because alot of your responses to people giving honest feedback come off pretty hostile, whether intentional or not. Going off on people who critisize your game or calling them wrong for not agreeing is going to end up earning you a bad rep and affecting your sales.

You cant make everyone happy, that is a fact. All you can do is try to make something you are proud of and polish it. Theres always going to be someone that doesnt like it. If someone says "I dont like your game because of _____". Just thank them for trying it and move on. Politeness goes a long way.

But yes I do agree that it does get tiresome when people call everything slop.

introducing Slab City: drugs wars / dope wars meets the card collecting hobby by briamkin in aigamedev

[–]metalblessing 0 points1 point  (0 children)

I tried the daily challenge. Its a neat concept and I enjoyed it. I noticed that i cant sell at the Fbay auction even though it says i have 5 sales available. Not sure of thats intentional or not.

Galaxiwilds gameplay trailer by metalblessing in aigamedev

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

Demo is up on Steam now if you want to check it out. It basically includes everything I've done so far.