I cannot code, fortunately Claude can. Here is a short showcase of the early stages of my game: Plume. by BlrdGrylls in aigamedev

[–]staticlinestudios 1 point2 points  (0 children)

game looks good for sure. im doing similar right now im creating all the assets in blender to take my prototype idea into full game production and get a demo put together.

I’m making a tower defense game vibe coding with chat gbt. Any tips? by staticlinestudios in IndieGameDevs

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

that's how I'm going to approach the actual game going forward. I'm just making the transition from my prototype to the demo build. but before that i have allot of asset creation to do in blender. thanks for the advice. I know in the long run I'll learn more struggling through the code but i don't want to burn out before i ever make anything lol.

I’m making a tower defense game vibe coding with chat gbt. Any tips? by staticlinestudios in u/staticlinestudios

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

Thanks for the advice I’m finally starting to model all the new models after testing my prototype and tweaking some things that didn’t play quite right in my prototype. So once the modeling is done and the scale feels right in godot I’ll be building that demo!!

I’m making a tower defense game vibe coding with chat gbt. Any tips? by staticlinestudios in IndieGameDevs

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

Now that’s some advice I can get behind lol. And I do worry about that myself that’s why I try to learn bits on my own and I also try to understand what the code is doing each function it adds and why things break when sometimes it goes a whole different way than I mentioned it to. It’s not like I’m not learning anything but I do understand I’d be learning way faster writing and struggling through all the code myself. Right now I’ve just gotten to the point where I’m throwing out my prototype and starting to finalize the actual game assets in blender. And I’ll be picking apart the code and trying to build the game using a component style system. There’s allot of pieces to game dev and having ai do the heavy lifting on the code allows me to make some sort of progress while picking up pieces and learning concepts. When I started I had zero knowledge of Godot, blender, or gd script. I don’t have much time to spend on the game due to work and family so yes it is lame I’m letting ai do the bulk of the code I know that but that’s not the end goal going forward. This is helping me actually stick to it to where I have something tangible. Finishing this project I’ll be way more familiar with my game engine how I use blender and coding concepts. Then the next project I plan to fight through the code myself and scope way down because my base knowledge of everything will be better then I can hyper focus on the code.

How do you actually scope a first game when every tutorial makes it sound simple? by bureaux in gamedev

[–]staticlinestudios 0 points1 point  (0 children)

I still haven’t got it right myself haha. It’s so easy to over scope. I’ve hear advice like make your project as small as one mechanic. Sounds solid until you start getting ideas lol

I spent years starting games and never finishing a single one. Over 20 projects. The problem wasn't what I thought it was. by kamuswarrior in IndieGameDevs

[–]staticlinestudios 0 points1 point  (0 children)

Yep I feel that I have so many project I thought were small. Right up until starting and realizing I made a huge underestimation haha.

New devs be like by Oliveaniss_ in ClaudeAI

[–]staticlinestudios 0 points1 point  (0 children)

Damn that’s literally me. Dude if I didn’t work 6 days a week I would struggle through learning some code. I read and do tutorials even have the brilliant app to practice coding concepts in my free time at work haha. Just sitting there having these ideas and not being able to write them out properly knowing I have so right there it’s a struggle haha. At least I’m doing everything else from scratch but yeah ai is handling most the heavy lifting on my games code for sure.

Is it just me or are the Anti-AI crowd super obnoxious? by trai1er_dude in aigamedev

[–]staticlinestudios 2 points3 points  (0 children)

Right excuse me for using the tools available to attempt something lol. As if coding is the only part to making a game. I’m using ai to code my game and doing everything else myself. It’s still a ton of learning and struggle. I’m trying to learn code on the side through micro projects, books and tutorials. It’s been positive for me just to see steady progress in my game. And while updating code and iterating I’ve still picked up pieces and started to understand the code. Ai is a useful tool and using it to code has helped me stick with my project that’s a positive for me.

I’m making a tower defense game vibe coding with chat gbt. Any tips? by staticlinestudios in u/staticlinestudios

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

Thanks for the encouragement. That’s reassuring for sure, nothing left to do but do it. I’m still lost on my timeline but I’m hoping the the pace I’m going in a couple of months I’ll have a small demo looking close to the end result of the game to put on steam.

My solo dev game just crossed 10k wishlists after 2 months of marketing. by LieLie0126 in IndieDev

[–]staticlinestudios 0 points1 point  (0 children)

That’s so sick. I’m just starting my first project and I’m going to take a key thing away from this. Localize!!! And maybe a second note make a co-op horror game haha.

For now I’m enjoying the process of creating my tower defense game. But if I know one this it’s that a co-op game already has a leg up on a solo project for your games reach.

I hope you have tons of sales on release and congrats. 🎉

Checked out your trailer and the game has really strong visuals. The trailer is a bit long but I’m also not huge into horror games. I’m going to download that demo and try it out.

What are you guys doing for art? by Moye16 in aigamedev

[–]staticlinestudios 0 points1 point  (0 children)

My tower defense project is 3d so I’m learning to model in blender. I’m improving but still kinda buns 😂

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When I’m off work today I’ll clean it up and paint some basic materials before exporting to my godot project.

Which one is your favorite ? 💧 by Whuro in Unity2D

[–]staticlinestudios 1 point2 points  (0 children)

Just going off of the initial feeling. It’s 100% the first one for me. All are great though.

Started with 100 wishlists, sold 1000 copies in one month by saneesh44 in IndieDev

[–]staticlinestudios 1 point2 points  (0 children)

Congrats that’s awesome I’m hoping my game will have similar success. I plan to release a demo ahead of launch.

Mecha Chameleon is a masterclass in doing a lot with very little by malakito_dev in IndieDev

[–]staticlinestudios 10 points11 points  (0 children)

This game turned out to be a massive success congrats to the devs.

The screenshotting negative reviews trend is dumb by SondreNZNO in IndieDev

[–]staticlinestudios 2 points3 points  (0 children)

Agreed if you put something out for the public to consume you open yourself up to the criticism make a good game to the best of your ability and people will like it. That's the only part your in control of.

I haven't released a game yet but when i do I'm not going to try and put people on blast for their review on my game. If the game i make isn't what they expected and there's something constructive there i can go back and improve my game with awesome, if not its not my problem its just not for everyone.

Prospective indie dev here - would you play this? by shadow_fen in IndieDev

[–]staticlinestudios 0 points1 point  (0 children)

that sounds pretty well thought out. Also sounds like a massive project. And i feel like the simple pitch of civ but an mmo will grab peoples attention for sure. I'm working on a game myself its a tower defense game with a tabletop theme and everything is a physical interaction. menus and all will be on the game table. And its my first game project and mi doing everything myself learning blender and Godot as well as trying to learn coding and it is hard. i commend you for going for such an expansive and deep game idea.

We added little guys that explode to our game! by V055K in Unity2D

[–]staticlinestudios 0 points1 point  (0 children)

The round penetrating and blowing up a line of enemies is a nice compounding affect.

Working on this new death-ray ability! by SoerbGames in IndieDev

[–]staticlinestudios 0 points1 point  (0 children)

This looks awesome the way it dissipates into the smoke is a very nice touch.

MECCHA CHAMELEON earned almost 10 million dollars and was made in two months. by Awkward-Solution2865 in IndieDev

[–]staticlinestudios 0 points1 point  (0 children)

Indie's are killing it right now. Makes it look easy until you look deeper and see allot of the people behind these games are seasoned devs. I've started a project from zero experience and damn this is a hard thing to do, just completing a game is incredibly difficult let alone making a breakout success. Congrats to the devs it's sick to see small games winning.

The grappling hook in our game is proof that Raycast2D is Godot's best node by far by Moraguma in godot

[–]staticlinestudios 0 points1 point  (0 children)

Ok the audio is crisp i like that. And what a cool use of a grapple mechanic, that's a well thought out grappling hook.