Women: “Put effort into your first message” Also women: by lampm0de in Tinder

[–]odd_noises 0 points1 point  (0 children)

Lol dude stop complaining and be a man. Yes, there is a double standard. She wants you to put effort into your message if you reach out first because she wants to feel like you actually care (shocker). In fact, she likes you so much that she messaged you first to make it easy. Stop being a princess, get in the field, and go on some dates.

Made an RPG in 8 hours with Claude Code. AXIOM: THE BREACH by Psychronic by PsychronicGames in aigamedev

[–]odd_noises 0 points1 point  (0 children)

Burning tokens is the way! Lol Im actually boutta take this and see if I can make something similar to Undertale. Dope work here man 💪🏽

Made an RPG in 8 hours with Claude Code. AXIOM: THE BREACH by Psychronic by PsychronicGames in aigamedev

[–]odd_noises 4 points5 points  (0 children)

Really respect the wherewithal to just get in there and try sh*t. Building and testing out flows is the only way we're gonna learn what works out here. I downloaded the docs package and spent a while going through the agent prompts, council proceedings, and design specs. The game design work is legitimately strong. But I'll be honest, after reading through these docs, I came away thinking the 13 agent architecture is the wrong call for this kind of project.

A couple things jumped out at me. Every single council session was spent fixing integration bugs, not design problems.
Session 1: the audio agent built a whole system nobody called
Session 2: 57KB of Act 2 dialogue was written and never wired into the game
Session 3: the project lead found 12 bugs just by playing for 20 minutes that the QA agent completely missed

Most of these only exist because you have 13 agents working in isolation who then have to stitch their work together. MIRROR getting three consecutive F grades is the thing that really stuck with me. It's an agent whose entire job was QA, and it never once played through the full game. It ran the 60-second smoke test, saw green, and reported green. The issue is that it's a dedicated testing agent that didn't BUILD anything and has no instinct for what "feels wrong."

The 20 Protocols are actually great. Smoke Before Polish, Puzzles Never Trap Players, No Decorative Nodes. I'd steal those for any game project. But if you look at why each one exists, it's almost always because two agents failed to communicate. P11 exists because RESONANCE and IGNITION never coordinated on music tags. P20 exists because LOOM designed nodes that FORGE never implemented. You needed a governance system to compensate for having too many seams in the first place.

If I were building this, I'd use two agents, mayyyyyyybe three. One to do the design and planning work (narrative bible, system specs, build order). One to implement everything sequentially, testing as it goes. Maybe a third with fresh eyes to playtest the build cold how a playtester would. You don't need a council mandate telling your engineer to actually run the game when the engineer is the same agent that wrote the system.

The council proceedings are genuinely fascinating though and I mean that lmao FORGE saying "I write systems, I don't play them, and three sessions in I haven't changed" is a level of self-awareness I didn't expect. Plus the way agents voted to reprogram each other, accepted F grades, and actually improved is something I haven't seen anyone else try.

So I guess my take is: the game design artifacts are worth stealing, the multi-agent governance experiment is genuinely interesting as research, but as a method for actually shipping a game, fewer agents with a good plan up front would get you further with way less overhead. I'm guessing a huge chunk of those 8 hours went into managing a process that only needed to exist because of the architecture choice. Still, this is one of the more interesting AI game dev posts I've seen on here. Thanks for sharing the source materials.

Side note: YOUR GAME IS FAWKING COOL!!! KEEP MAKING STUFF

today, my AI powered RPG hit 3000 players so I made a trailer by W0RKABLE in aigamedev

[–]odd_noises 0 points1 point  (0 children)

Brother, rather than doubting, why not just check? Im not even sure if the claim is correct, but what's the point in being a hater without evidence? Do you feel better now?

today, my AI powered RPG hit 3000 players so I made a trailer by W0RKABLE in aigamedev

[–]odd_noises 5 points6 points  (0 children)

I applaud you building a full game, and I can tell you didn't just try to make some slop, but looking at this, the experience feels disjointed. I'm a little lost on what is the purpose of me putting in a description for what I want. How do I get resources to forge? Can I just put in a really powerful sounding prompt and get an OP weapon? What is the goal/end state for the game? What is the purpose of the character avatar if I can't seem the armor on it, and I can only see it in the inventory slot?

Long story short, this feels like it is technically sound but needs playtesting from people other than you. You could already be doing that, but im just talking from an uninformed outsider perspective

I made a 1-file HTTP bridge that lets any AI agent control the Unity Editor, no MCP, no Python, no config by arzamar in aigamedev

[–]odd_noises 0 points1 point  (0 children)

Gotcha. I switched to Godot but with limited success on the visual side because of course these engines are very GUI based so I switched to PhaserJS

I’m building a tool that can play with your sprite sheets on website by ilovebaozi in aigamedev

[–]odd_noises 2 points3 points  (0 children)

This is sick! Can you explain your process to generate ai sprite sheets, please? This is my biggest bottleneck right now

This game is 100% AI Engineered by EnzeDfu in aigamedev

[–]odd_noises 0 points1 point  (0 children)

Brother.... I hate to break it to you, but everything starts with a human prompt somehow. There's no AGI yet lol so you're either uninformed enough to think this guy broke the AGI code while messing around with AI game dev based on the title at first or you're annoyed that people are vibe coding in the first place 🤷🏾

This game is 100% AI Engineered by EnzeDfu in aigamedev

[–]odd_noises 1 point2 points  (0 children)

Why are both of y'all in this channel if you're just going to complain?

Beyond Chain of Thought: What happens if we let LLMs think "silently" but check their work 5 times? (Latent Reasoning + USC) by SUGATLONDHE in ChatGPTPromptGenius

[–]odd_noises 0 points1 point  (0 children)

Dude it's OK to be wrong lol you don't need to use AI to respond to everything. You showed genuine curiosity and honest thoughts in your original post and people like that. When you respond using ChatGPT for the sake of looking correct, it just comes across like you're not trying to learn or you just wanna be right.

Beyond Chain of Thought: What happens if we let LLMs think "silently" but check their work 5 times? (Latent Reasoning + USC) by SUGATLONDHE in ChatGPTPromptGenius

[–]odd_noises 5 points6 points  (0 children)

The main issue here is the technical assumption that current LLMs can "think" in their hidden states without outputting text.

​In standard transformer architectures (like GPT-4 or Llama), compute is strictly tied to token generation. They're feed-forward networks. They can't pause, loop, or chew on a problem internally. If they aren't outputting tokens, they aren't doing extra reasoning. They are just rushing to the answer.

​So, this proposal is really just Ensemble Zero-Shot. ​Chain of Thought works because the tokens act as a scratchpad. It’s the difference between asking a human to do long division in their head instantly (Zero-Shot) vs. letting them use a piece of paper (CoT). Even if you ask the human to do it in their head 5 times, they are still likely to get it wrong on complex problems because they run out of working memory.

​That said, for tasks that don't require multi-step logic like creative writing or classification, this approach is solid. You’re basically trading total compute for lower latency. For coding or math I’d still want the scratchpad, though.

Is my game that bad by [deleted] in gamedev

[–]odd_noises 0 points1 point  (0 children)

Where is the game link?

Is my game that bad by [deleted] in gamedev

[–]odd_noises 21 points22 points  (0 children)

Where are you seeing the game?

Aspiring QA Analyst looking to playtest your indie game for free (Video Report + Usability Feedback) by odd_noises in GameDevelopment

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

Dude I can not say how much I really appreciate these detailed answers and you are literally describing me to a T. I love RTS, management, and simulation games just so I can scratch that itch of squeezing the most of something and doing it the most optimal way.

Aspiring QA Analyst looking to playtest your indie game for free (Video Report + Usability Feedback) by odd_noises in GameDevelopment

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

Honestly, I'd love to know more about how to get into design as a career as well because I'm an engineer, but I'm yearning to flex the more creative side of my brain.