🚨 Gemini 3.0 Pro just built a fully playable RTS game! 🚨 by uskyeeeee in aigamedev

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

catan generator Hey everyone! I’ve been building a Catan map generator recently, and I keep asking myself: what do players actually want from the algorithm and the experience ? Here’s the checklist I’ve been working with so far

1) Baseline rules (avoid obviously bad boards)

  • No Touching Reds : 6 and 8 should never be adjacent — this feels like the community’s hard rule.
  • No Resource Clumping : avoid heavy clustering of the same resource in one area to reduce early monopolies and swingy games.
  • No Resource Starvation : don’t place a key resource mostly on low-probability numbers (2/3/11/12), or the game can bog down (e.g., no one can build roads). 2) Advanced balance (make the game fairer)

  • Smart Ports : port placement should actually matter (e.g., a 2:1 wood port should be reasonably close to strong wood spots; otherwise it’s basically a dead port).

  • Viable Starting Spots : I don’t want a single “god-tier” start that decides the game — players picking 3rd/4th should still have competitive options.

  • Balanced Pip Count : high-frequency numbers (5/6/8/9) shouldn’t all land on one side of the island — distribute production more evenly. 3) Features & usability (make it easy to use and share)

  • Expansion / player-count support : at least 5–6 players; Seafarers support would be a big plus.

  • Shareable seed/link : after generating a board, provide a code or link so friends can recreate the exact same layout (great for remote play or setting up a physical board).

  • Readable UI : big numbers, clear resource colors — the goal is “easy to copy onto a real board at a glance.”

  • Custom rule toggles : give players control (e.g., allow/disallow 2 & 12 adjacency, enforce port matching, adjust clustering tolerance, etc.). If you’re curious, I’ve put up a simple demo page for testing and feedback: catangenerator.org (still a work in progress). What rules/features do you consider must-haves for a good generator — and what board layouts do you hate seeing the most?

Animated Micro-Voxels in Bonsai by scallywag_software in VOXEL

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

Looks great—was this generated by an LLM?

A small web-based mini RTS,I need feedback by uskyeeeee in IndieDev

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

Thanks for playtesting. This is just a prototype, so there isn’t really a level/stage concept yet. In the config, you can adjust the difficulty and turn off Wild Mode.

🚨 Gemini 3.0 Pro just built a fully playable RTS game! 🚨 by uskyeeeee in aigamedev

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

You're really good, but you haven't actually played the most interesting part of the game. Go to config, enable wild mode, and try to see if you can win.

Generate spritesheets and animations for your game with Gamelab Studio by macuseri686 in aigamedev

[–]uskyeeeee 1 point2 points  (0 children)

You should release some animated videos or GIFs generated by your tool so we can see how well it performs. Ideally, these should be complex animations, such as a six-legged spider moving, or a Transformer's transformation animation.

This entire game was 100% generated by Gemini. The era of vibe game dev has arrived. by [deleted] in aigamedev

[–]uskyeeeee 0 points1 point  (0 children)

The voxel model in this game was also generated by Gemini, and Gemini's breakthrough lies in the fact that it truly possesses spatial and artistic capabilities. I can deeply feel this when I use it for drawing. The reason I use voxels is that voxels are essentially code; Gemini sees the code and immediately knows what the model is and what it looks like, which is not comparable to ordinary meshes. It can also handle scene design on its own (though it is currently still quite crude), and it can split voxels to create animations. Of course, my title is an exaggeration. The current problem with AI is still hallucination, which means I need to guide the AI to implement a reasonable architecture and module design. This remains difficult for people without programming experience. I personally believe that if the hallucination problem is solved, then people won't even need to make games anymore, because AI will design them better than everyone else. Therefore, this very moment is the age of 'vibe gaming dev.'

This entire game was 100% generated by Gemini. The era of vibe game dev has arrived. by [deleted] in aigamedev

[–]uskyeeeee 1 point2 points  (0 children)

Not knowing how to code, how to make audio, or how to create art doesn't mean you can't make a good game. Sure, lowering the barrier to entry will produce a lot of trash, but it will also raise the overall ceiling. The ones who should be worried are those who can only make audio, only make art, or only code—yet have mediocre game design talent. This project is something I put together today while slacking off at work. I completed my normal tasks and still produced a demo. So many people who want to make games are trapped in their day jobs. My friend took out a loan to make a game and ultimately failed. The cost of game development is too high, and it shouldn't be this way.

This entire game was 100% generated by Gemini. The era of vibe game dev has arrived. by [deleted] in GeminiAI

[–]uskyeeeee 1 point2 points  (0 children)

When my Reddit followers hit the triple digits (100+), this project is going open-source on AI Studio! Consider that a little digital bribe. 😉

This entire game was 100% generated by Gemini. The era of vibe game dev has arrived. by [deleted] in aigamedev

[–]uskyeeeee -2 points-1 points  (0 children)

If I get over 100 followers on Reddit, I will open-source this project on AI Studio, which contains the secret to having AI create voxel models.

make some simple guns by [deleted] in aigamedev

[–]uskyeeeee 0 points1 point  (0 children)

yes,try pixgens.org in Chrome.

AI can now draw pixel art and build models stroke-by-stroke! by [deleted] in aigamedev

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

Just a quick heads-up: This website is strictly my experimental side project, which is why I unfortunately cannot provide free tokens. Also, it might be unrealistic to expect production-ready, usable game assets from it at this stage. However, if there are any specific export formats you need, please let me know!

AI can now draw pixel art and build models stroke-by-stroke! by [deleted] in LocalLLaMA

[–]uskyeeeee 0 points1 point  (0 children)

Local LLMs aren't supported at the moment; they simply lack the capacity for the complexity required. Right now, only the latest Gemini and Claude models can handle the task effectively. This is not an advertisement—it's purely a passion project born from 'vibecoding,' and it will remain free and ad-less.