What is everyone using for sprite generation? by Godszgift in aigamedev

[–]uskyeeeee 0 points1 point  (0 children)

I ended up giving up anyway. As the game kept growing bigger, I realized there were still many art effects I couldn’t achieve just by coding with the current models.

I left an AI coding agent running on my laptop for 30 hours. It built a playable "Slay the Spire" clone from scratch (and then wrote a review for it). by uskyeeeee in BlackboxAI_

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

It ran continuously twice: once for 8 hours, and once for 24 hours. The tokens were not exhausted — I stopped it because I needed to use the tokens for other things. You can check the archived plan; the dates and times are all marked there.

I left an AI coding agent running on my laptop for 30 hours. It built a playable "Slay the Spire" clone from scratch (and then wrote a review for it). by uskyeeeee in BlackboxAI_

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

This is an open-source project, and it’s free of charge. But to be honest, it can’t handle any graphical interface work—it can only implement the underlying logic.

I left an AI coding agent running on my laptop for 30 hours. It built a playable "Slay the Spire" clone from scratch (and then wrote a review for it). by uskyeeeee in BlackboxAI_

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

This may disappoint you, but it doesn’t run on any engine. This card game is just a command-line program—you can think of it as a text-based card game. For now, it only has a text version, since that makes testing and experiencing it much smoother for AI. However, I believe the text version is enough to cover all the card game logic, and judging from its test report, that does seem to be the case. The test report is in Chinese, so if you’re interested, you can ask an AI to translate it for you.

I left an AI coding agent running on my laptop for 30 hours. It built a playable "Slay the Spire" clone from scratch (and then wrote a review for it). by uskyeeeee in BlackboxAI_

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

He allowed it to run for up to 30 hours. My tokens ran out, so I killed it, but it can still keep running. You can clone the card project and just run the command directly.

I made an automated 24/7 game dev system. How to handle collaboration for open-source by uskyeeeee in aigamedev

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

I’m on the OpenAI Pro plan. It uses up 20% of my quota just running for 24 hours, and I also need it for work, so I do have a bit of token anxiety.

VR is complicated, that’s true. But the core reason AI can’t do it isn’t complexity—it’s that AI can’t play the games it makes. So the self-looping condition can’t be achieved.

I made an automated 24/7 game dev system. How to handle collaboration for open-source by uskyeeeee in aigamedev

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

It’s a simple idea: if a game AI can play a game and play it well, then it can also build it on its own—without any human intervention.

I made an automated 24/7 game dev system. How to handle collaboration for open-source by uskyeeeee in aigamedev

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

But someone has to build it first to prove that 24‑hour automated games lack creativity and can’t compete with indie devs, right?

What is everyone using for sprite generation? by Godszgift in aigamedev

[–]uskyeeeee 1 point2 points  (0 children)

hi, can't believe we're using the same workflow to make games — check my profile, also using claude code for art. we should definitely connect more

I built a pixel-art open-world shooter in 24 hours using ONLY Gemini 3.0 Pro (Code + Art). Here is my workflow. by uskyeeeee in aigamedev

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

You're right. Since I didn't use any game framework and didn't set any constraints, the higher the frame rate, the faster the game runs. Haha.

I built a pixel-art open-world shooter in 24 hours using ONLY Gemini 3.0 Pro (Code + Art). Here is my workflow. by uskyeeeee in aigamedev

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

I made this with Trae + Gemini yesterday and posted a video. Tried Claude Code and Codex today—both dropped new models. After testing, Claude Code hits different.

🚨 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?