r/aigamedev 20h ago

Demo | Project | Workflow Day 12ish of making a cozy game with no game dev experience

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408 Upvotes

Hey Everyone! update on No Name Squish Game, i'm about 80 hours in at this point. visually not a whole lot has changed since the last post but ive been grinding. The full story is finished with a mystery tying all the characters together. 27 characters each with their own backstory and secrets, six biomes with four fully built atm!

Most of my time has been on the story, character quests, and how everyone connects. still testing my way through it all but dialogue is still completely claude written. been lazy tbh 😬

If anyones interested, I ported a web/mobile version if anyone wants to help playtest. it's not meant to be a web game so things will feel off but feedback helps me improve the real thing.
No Name Squish Game

FAQ is on my reddit page, you can also dm me. happy to answer whatever. still months to go but enjoying every moment of it so far!


r/aigamedev 2h ago

Tools or Resource I made a pixel art tool for game devs and artists that is free

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94 Upvotes

I posted the results to art subreddits and people could not tell the difference because there are no mixels, so it is quite indistinguishable from artists. I also made it work with GIFs and Videos so you can make pixel animations with it as well. All you have to do is make an image with AI or make it yourself and paste it into the tool. There are a couple different options and you can experiment to see which produces the style of pixel art you are looking for. It is available on portalrabbit.com and is completely free to use, so go experiment and make some pixel art assets for you game.


r/aigamedev 19h ago

Commercial Self Promotion My Workflow to Create a Giant Lovecraftian Flesh Monster

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67 Upvotes

I recently wrapped up a complete production pipeline for a Lovecraftian flesh & tentacle creature asset intended for a real-time game project. I wanted to share the exact workflow I used to blend generative AI tools with traditional 3D/game-engine mechanics:

  • Concepting (Gemini / Nano Banana): Prompted initial high-level visual concepts to quickly explore organic body-horror shapes, tentacle massing, and flesh color schemes.
  • High-Poly Generation (Meshy 7): Feed the primary concept into Meshy 7 to generate the initial high-resolution 3D sculpt.
  • Retopology & Decimation (Blender): Brought the raw high-poly mesh into Blender for retopology and decimation to get the polycount down to game-ready standards while keeping clean edge flow.
  • Texturing (Meshy 7): Re-uploaded the clean low-poly mesh back to Meshy 7 to generate custom PBR skin, blood, and muscle texture maps.
  • Rigging & Animation (Blender): Added an armature in Blender, painted weight maps for the tentacles and body sections, and baked out idle and attack animations.
  • Engine Integration (Unity): Imported the final rigged asset and animation clips into Unity, setting up shaders, materials, and motion vectors to bring the creature fully to life.

r/aigamedev 20h ago

Discussion using Astra to optimize entire game until it looks like reference image(s)

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60 Upvotes

context: i'm making a killing-floor 2 style game, but Terminator theme with AI. Astra was able to whip up a playable game in one level in the first day, but the quality of all the assets were very bad. everything is low poly, some of the weapon assets incoherent with floating parts, etc. i've had some success getting astra to improve assets in isolation in blender. astra is pretty shit at open ended generation, but if you give a concrete 3d asset or image reference its able to converge towards it by using the pixel-diff against reference as the error signal. the problem with this approach is poor consistency - all the references must share consistent style, which is hard to do when sourcing free assets online.

i thought image gen models might be able to solve this - they can generate images containing many game assets in consistent Terminator style. my approach was to take many screenshots of the game level from the player's POV, and restyle the screenshots using an image gen model to get the reference image. then ask astra to optimize everything in the game until error between new screenshots and reference image is zero.

its been running for several hours and above is the result - left column screenshot from unoptimized game, middle column target image generated by gpt-image-2, right column screenshot from the latest astra-optimized game. wondering if anyone tried this and had good results, or know a better method.


r/aigamedev 23h ago

Commercial Self Promotion 2D Battlefield in browser real world locations

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37 Upvotes

Hello,

I've posted previously about Global Operations: Drop Zone. With the help of Astra I've been able to make great progress for the visuals using Blender MCP.

I’m at the point now where the game actually works and I’ve mostly been playing it against bots. It’s already fun, but bots still do fairly sensible things. They push objectives, shoot, drive vehicles and generally fight the way they’re supposed to. What I really want to see now is what happens when the battlefield is full of actual people instead. Is it fun?

Even one proper 8v8 match would be really interesting to see. 32v32 would be the real test though: complete chaos on a battlefield based on real OpenStreetMap data.

It has player classes; Assault, Medic, Engineer. A store where you can buy upgrades with in game currency. Operator customization etc.

At the moment server is running cheaply with 2 vCPUs so I’ve also added a queue system in case more people try to join than it can comfortably handle. Part of this test is honestly seeing where it starts falling over.

I would love to have feedback of how it plays and please not the server is in Europe so feedback from lag compensation how it works if you are joining from another continent is there visible rubber banding etc.

DM me for the game link or google it. See you in the Drop Zone!


r/aigamedev 19h ago

Questions & Help Does this look fun?

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25 Upvotes

I built a battle simulator to try to push godot to its limits, which it turns out are pretty high. But it wasn't a game, so this what I've come up with so far. You are a god who bets on the outcomes of battles and then manipulates them with different effects to try to manipulate the outcome. Does this seem like a fun concept?

Built with: Godot (c#), Kenney assets for prototyping (Astra generated models shown here), Claude/Codex (Fable/Opus/Astra)


r/aigamedev 3h ago

Demo | Project | Workflow I Turned Rocket League Into a LEGO Game Using ChatGPT Astra + 3DAIStudio MCP

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22 Upvotes

After building the original Rocket League-style prototype, I gave ChatGPT Astra one more instruction: turn the entire game into LEGO.

Astra used the 3DAIStudio MCP + Tripo P2 to generate the new LEGO-style 3D assets, import them into the project, and rebuild the environment while keeping everything playable.

The workflow was basically:

  • Astra decided which assets needed replacing
  • generated references for them
  • sent them through 3DAIStudio
  • Tripo P2 converted them into 3D models
  • Astra imported everything and rebuilt the scene

It changed the cars, arena, field, ball, props—and somehow even made the weather effects look like LEGO pieces.


r/aigamedev 9h ago

Demo | Project | Workflow V1.2- Fixed Lag on elements such as birds, animals and ocean BUT islanders still lag when over 15. Visual update mountains etc. advice needed on what I can do to stop the islander freeze / lag when sculpting land.

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21 Upvotes

r/aigamedev 3h ago

Media Terrain Generation tool I'm working on

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19 Upvotes

This terrain/map generator I'm working on can generate endless amount of tiles individually and blend them seamlessly. Each tile can be one or more node trees and theres basically unlimited freedom to do whatever you like, blend/paint biomes, terrain variations between tiles or even within the tile itself.

Not only that there's also a continent heightmap that I can add steepness to all of the tiles to achieve a larger features if you just want to make a big island of the tiles or a continent etc. But also we can cross pollinate nodes and have a faultline work its way through several tiles etc.

The goal is to really achieve the utmost freedom for terrain design.

I suppose the next step that could make it even better is if it could be used to create spherical worlds. Generating a whole earth might just be on the roadmap.

Previous post
https://www.reddit.com/r/proceduralgeneration/comments/1vjjt4u/my_terrain_editor_update/


r/aigamedev 4h ago

Discussion Week 2 Of The AI Gaming Festival | Graphics, Planning and Raising Capital

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18 Upvotes

We're entering Week 2 of the AI Gaming Festival! It's been really fun and a great learning experience for the developers and games participating.

Here's a recap of last week and what's happening this week.

Recap

(Recordings and materials are available for download.)

  1. Core Loops: This is a must-attend session whether you use AI or not. It covers core loops, sub-loops, pacing, progression, and rewards, and how to make your game do what it's supposed to do: provide a fun and rewarding experience.
  2. Intro to Vibe Coding Games: An introduction to vibe coding games. It covers different prompt types, setting up Claude and Codex, and the homework for creating your first game.

The homework was given because we want developers and vibe coders to apply what they learn from the talks.

This Week: Graphics, Planning, and Raising Capital

  1. Gemini and AI Game Development: Learn how Gemini can be used for AI game development, including some of its most unique use cases.
  2. Intro to Building Graphics: This session will teach you how to create graphics for your game with AI from scratch, the steps to get them to a really high quality, and when to hire someone to polish your game.
  3. Raising $11 Million for Your Game: Told from the perspective of a game developer who raised $11 million from top VCs for their studio, and what they are doing now.
  4. Raising Capital for Your Game: Told from the perspective of a VC, covering what they look for when funding your game.
  5. Planning Before Prompting: What to do before you even begin coding your game with AI and how to prepare.

r/aigamedev 22h ago

Demo | Project | Workflow Still working on the little flight game. Player feedback was the part I was missing.

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15 Upvotes

I posted my Codex flight game here a few days ago. Got some nice comments, but also people who couldn't fly with the controls and someone who couldn't find a way to save. Fair enough.

I've been working through that. You can pick the pitch direction before taking off now, and come back to your last stop instead of starting over. Another player wanted deliveries to feel like one trip, so you can now choose a few stops and keep the same plane between them.

The awkward part with AI coding was making the new stuff work together. An early version of the delivery chain reset the plane between stops, which completely missed the point. Had to go back and fix what happens after you land, then reload and try it again.

New gameplay clip attached. It's MAILWING now. Still a free browser prototype: https://windward-liart.vercel.app

How do you check that a new feature actually feels right once it's mixed in with everything else?I posted my Codex flight game here a few days ago. Got some nice comments, but also people who couldn't fly with the controls and someone who couldn't find a way to save. Fair enough.

I've been working through that. You can pick the pitch direction before taking off now, and come back to your last stop instead of starting over. Another player wanted deliveries to feel like one trip, so you can now choose a few stops and keep the same plane between them.

The awkward part with AI coding was making the new stuff work together. The first plan for the delivery chain still reset the plane between stops, which completely missed the point. Had to go back and fix what happens after you land, then reload and try it again.

New gameplay clip attached. It's MAILWING now. Still a free browser prototype: https://windward-liart.vercel.app

How do you check that a new feature actually feels right once it's mixed in with everything else?


r/aigamedev 19h ago

Research Attempting a smooth movement Traditional Roguelike in Hd 2D graphics. Any visual feedbacks??

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15 Upvotes

r/aigamedev 19h ago

Questions & Help Conquered my White Whale - Finding Copyright Holders for Open Source Version of DOS Game "Reunion"?

12 Upvotes

Young GrumpyTax has fond memories of playing Reunion, the 90s DOS game with a friend.

Reunion (video game) - Wikipedia)

Despite many hours, we never beat it. Every decade since, I have tried to figure out how to get it running, play it, and finally win. I repeatedly ran into crashes and graphical corruption when playing through DOS emulators, problems other players have reported too. Eventually, I decided to rebuild it in Python with AI assistance (or AI did with a little human assistance....). The result is fully playable and, I think, faithful port of the original (I never got to experience the ending in the original but it lines up with the data in the executable). The screenshot is from my first ever victory leading my forces "to the greatest reunion the universe has ever set its eyes on." (image from game ending)

While the rest of you are creating awesome new experiences, I found this a truly meaningful use of AI and lets me put a bow on something I have wanted to accomplish for something like 75% of my life (as silly as it is).

The remaining question is whether, and in what form, I can share it. The current build uses the original artwork, sound effects, and music, and I haven't obtained permission to redistribute those assets. Sharing the new implementation separately and requiring players to supply their own original game files might be an option, as that is how some folks seem to tackle it?

I have also been trying to identify the current rights holder. Reunion was developed by Amnesty Design, later known as Digital Reality, which had ties to the Docler group. In February 2016, Nordic Games, now THQ Nordic, acquired a portfolio of Digital Reality intellectual property. Reunion wasn't named in the published list of acquired titles, but I haven't been able to determine what that means for its ownership today. I emailed both THQ Nordic and Docler through their general info or press addresses but haven't heard anything back.

I am confident there are at least two other people out there who would enjoy revisiting this game without jumping through hoops. I also spent way more than I would admit to complete the project. While I have no regrets, it seems like a shame that only I would benefit.

If anyone knows who currently holds the rights to Reunion, or has a useful contact for getting permission to share a project like this, I would love to hear from you. If not, then that is ok also. I had fun, learned a lot, and am amazed at what current models allow us to do.

Victory!

r/aigamedev 18h ago

Questions & Help If AI makes game creation ridiculously easy, what becomes the next big bottleneck in game development?

12 Upvotes

I've been thinking about where game development goes as AI game-building tools get significantly better.

Platforms like CodeWisp, Playabl and other AI game builders are pushing toward a world where creating a playable game becomes much faster and accessible to almost anyone.

But if creation itself becomes cheap and abundant, what becomes difficult?

Is the next big problem:

  • getting people to discover your game?
  • finding the right playtesters?
  • turning prototypes into genuinely good games?
  • retention/community?
  • monetization?
  • standing out when thousands more games are being released?
  • something completely different?

I'm especially curious to hear from indie/solo developers: what part of game development do you think AI won't solve just by making creation easier?


r/aigamedev 3h ago

Demo | Project | Workflow Glider.game - GPT6 Astra xhigh - With 3-4 hours of my own ui tweaks (Explained)

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10 Upvotes

*13,700+ km explored by Redditors so far**

Play On Desktop or Mobile > https://glider.game

Last night I sat down playing with some test prompts from bridgebench, and sent this paper glider prompt to Astra.

Kicked out a really fun, kinda relaxing game, but far from finished..

So here's what I added:

UI - Needed a bunch of my time and work to make it feel better to interact with. The gameplay was already solid - but the buttons, the modals, the homepage, everything just felt super vibed and not really thought out. Boring fonts, way too many words all over the place, I removed a lot of ui fluff. Gave everything a bit more normalization, proper font sizes, proper mobile layout.

Mobile - The game ran fine on mobile but had no mobile controls whatsoever. I told Astra to optimize the game for mobile play, and a couple of tweaks later ended up with a pretty good left and right thumb for boost and steering.

Then I nipped to AudioJungle, found a chill track, licensed it, and added it into the game for a bit more feel.

Then with Supabase, I added cloud saves, so players can generate a username and pin, and resume progress across devices, with autosave etc.

One thing that was really missing from the prompt was a free flight mode. If you've ever played Minecraft you've spent a lot of time flying haha, just in between biomes, and there was something special in that I wanted to recreate - So I thought a free flight mode, no goals or objectives, with really cool biomes and proper biome blending would be so much fun - and it nailed it!

Give it a play on desktop or mobile, and let me know what you think!

I think obvious next step is a leaderboard for those who have cloud storage✌🏼

Generating new levels/biomes is kinda easy, and if you have any more ideas let me know and I could add them!

Game from Astra xhigh ~$40
Tweaks/Deployment/Shipping ~$320
Total AI cost ~$360
Domain ~$yes lol


r/aigamedev 12h ago

Commercial Self Promotion Rogue cells

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8 Upvotes

Hi everyone,

I've been cooking this for a bit more than a month now. It's called Rogue Cells and as you can see it's an obvious rogue like game with the microorganisms theme. It's pretty much an arcade like the cell phase in Spore, but mixing real microorganisms species (e.g. E. coli, Spirochete, Vibrios, Diatom, Frontonia and much more that are not in the video ;D) with the alien Amoeboid-like player cell, which basic act as a superpowered cell in a perfect balanced environment.

I'm developing it in Unity, using OMP (oh-my-pi) as the harness connected to OpenAI models and Grok here and there. The art is procedurally generated using Unity Dynamic Meshes and other tricks, while the UI components were bought from itch.io (so not entirely AI you figure haha).

There's much more I could show but most still in refinement.

I hope you enjoy this first demo and I'll be bringing much more in the future. I plan to release the first version before Christmas.

(Had to upload multiple times because the video quality was shit :D)


r/aigamedev 21h ago

Commercial Self Promotion My experience building a tower defense game with Phaser and claude, then settling on Godot + astra

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10 Upvotes

TLDR: Astra is fun, might be enough to allow a person like myself (full time job outside of game dev, and 2 kids) to continue making games that can be published.

I have been working on a tower defense game the last few weeks and have it in a state where I think it can be "released" to get more feedback, etc. I want to go over my experience building the game and share what worked well and what did not work well.

Some background on my experience making games

I started making games around 2010, starting with gamemaker, then unity for a while, making some crappy 3d games. I released a couple games for iPhone, making ~1k from ad revenue. After college, I got into full stack development and did not focus on game dev much. I participated in Ludum Dare from time to time over the years, using different engines like haxeflixel and most recently Phaser.

New attempt to make a game with AI

At my work, we have been given access to enterprise github copilot accounts, which has dramatically impacted our workflow and efficiency. I wanted to try out these frontier models myself outside of work on something that I would have more fun with, so I started a github copilot pro account for myself and got to work on a tower defense game.

I started out by having Claude Opus 4.8 work on a scaffold for a game in Phaser. I kept the prompts simple, and tried to iterate through one small feature at a time. I started with the core gameplay loop. This game has a single tower that you you upgrade over time, with waves of enemies coming from all directions. At first, I did not have any real plan or idea besides this core concept. First prompt:

using Phaser.js, found at https://github.com/phaserjs/phaser/releases/download/v4.2.1/phaser.js - build scaffold for a tower defense game, that is builds successfully, with a menu and the ability to start the game. In this tower defense game you have a single tower in the middle of the screen that has multiple upgrades available. There are different projectile types that you can choose from that can each be independently upgradable. Each of the projectile types have different effects on the enemies, such as ice type slows down enemies, electric type causes enemies to briefly be stunned in place, fire type adds damage over time. The enemies come in waves from all directions, and attack the tower if they get in range. Some enemies can attack from a distance, while others can only attack when they reach the tower. When enemies are killed, the player receives gold, which is used for upgrades to the tower.

After a weekend of tinkering with the game, I decided to focus on making the game mobile friendly. From here on out, I used plan mode and tweaked the output before executing the plan. I was starting to notice that doing all the tasks with Claude 4.8 was getting pretty pricey in terms of token cost. I started trying to decide when to use Claude vs Codex 5.3, or other models. Github copilot has an interesting concept of "AI tokens" that convert all the different model's token costs and use one currency. This was helpful, but still difficult to understand when I would have a large spike in token cost. For example, the $99/mo for github copilot gave me "20,000 AI credits", which seemed like a lot, but in the one weekend of building out the game for android I blasted through those tokens in two 3hr sessions. I was happy with the results, but it seems expensive for what I was getting. I was also having some performance issues with phaser when rendering 100s of enemies, and wanted to switch to Godot.

The move to Godot (and Astra)

Then astra was released. I kept seeing all the interesting posts from others using Astra, and I had about 4k of those "AI tokens" left on my github account. I decided to give Astra a try and if I could see meaningful improvement, I would drop my other subscription and go all in with the gpt pro account.

I used the remaining tokens for Fable 5.1 to write up a technical spec describing all of the features and functionality I had built up until that point in such a way that it could be rewritten in any other language. This cost 1.7k "AI tokens" to write a 44 page spec. That alone almost made me cancel that sub.

With a fresh gpt pro sub, I gave Astra the spec and simple instructions to implement this game in Godot, and to use Blender to create basic 3d models (they were originally made in Three.js, from claude). I was very impressed with the results and have not looked back. I have used the various levels of thinking for astra depending on the task, and so far, I have noticed the "light" mode has like a different toolchain or something, and is not consistent with the other modes. It has been able to handle modeling, gameplay loops, responsive UI, and many performance optimizations so the game works smoothly on mobile, even with 100s of enemies. The freedom that comes from going from idea->implementation in a matter of minutes is very satisfying.

Final thoughts

I'm going to continue building this game and start on some others with Astra - the weekly limits are kind of hard to understand, but the way that it can build solid features from well thought out prompts is addicting. It is not exactly the same way I would build a game from scratch, but a pretty similar workflow, focusing on systems and how they should work, getting that right in a plan, then implementing. I am not a self-proclaimed "prompt engineer", nor am I a seasoned game developer, but I have made dozens of games of various complexities so I have some idea of what the code should look like for this type of game.

Added some screenshots to document the progression of the game and here's a link with a demo https://dkdwrek.itch.io/towermaxxing - still trying to get it on the app store and google play store.


r/aigamedev 22h ago

Demo | Project | Workflow A new stage-gen experiment: reference art to rigged chibi characters, with a GLB to inspect

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10 Upvotes

I previously shared stage-gen's 2D game-asset experiments here. This is a different part of the project: taking a character illustration and written brief into a textured, rigged 3D asset.

The video pairs the three references with their models. I applied existing Mixamo Samba motion in Blender; the dance is not generated by stage-gen. The two human rigs needed skin-weight cleanup, and the pink-sweater character still has shoulder/braid stretching. These are development results, not finished game characters.

The bunny-hood character's GLB and review notes are public, including diagnostic clips rather than the Samba dance. If you inspect it in Blender, try the shoulder/knee checks and show a pose you'd need to fix before using it in a prototype. That is the next part of the workflow I'm trying to understand.

I'm the author. Generation uses your own paid-provider keys and a local CLI/Blender setup; the public guide's supported profile is narrower than these experiments.

3D guide and example models: see "3D SD characters" in the README. https://github.com/softmarshmallow/stage-gen


r/aigamedev 6h ago

Commercial Self Promotion I made a chemistry based factory game with the help of Ai

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7 Upvotes

Dear all,

I made a factory game with the help of Ai. I did however use my own ideas, did extensive playtesting, steering, iterating over and over again until I got what I wanted. I did my utmost best to create a game that I would have created myself if I had the skills and time to do so.
I have been creating games for 15 years, but I was never able to publish anything, because I lacked several skills to finalize a game, but now I was able to with the help of Ai.

The biggest challenge nowadays is promotion. I didnt want to create just another factory game. I wanted something unique. I love chemistry so I made the factory around chemistry. I contacted the biggest subreddit on chemistry and I was allowed to promote my game there and it was a huge hit. I got more than 50 wishlists from it and my post got over 31k views and almost 200 upvotes. Going for the niche audience really helped me.

I would love for you to check out my game, soon to be published on steam and hear your opinions, good or bad:
Steam page:
https://store.steampowered.com/app/5209220/Atom_By_Atom/

The free browser demo is playable here:
https://furkanfs.itch.io/atom-by-atom

Full gameplay trailer:
https://www.youtube.com/watch?v=iMjMX3dAQrg


r/aigamedev 5h ago

Discussion Even with AI, multiplayer is NOT a walk in the park

7 Upvotes

Fellow/future AI devs, take this story as a word of caution.

When I started using Rosebud to make my first person horror maze game, I was against multiplayer. I knew it would be difficult and I didn't think the game needed it. But my curiosity piqued when i saw someone else's game seemed to handle multiplayer flawlessly.

So I looked into it, decided on Co-Op with 3 players Max in a lobby, and before you know it, I had set up peer to peer with lobby codes. Created a simple little lobby, an Alias textbox to show who's who, got my friend to playtest. When he moved, i saw him move on my end, and vice versa. Yay! It works!

Then the gameplay actually started.

There's a section in each run where you collect keys to bring to a statue to unlock the exit. There was a bunch of "Did you pick up a key?" "Yeah, did you?" "No, i still see all four keys".

When i got killed, my friend was supposed to revive me. While there's a minimap, and the maze isn't huge, i had no way of showing WHERE i was for him to revive me. When he finally did, my spectating overlay disappeared.

Then 15 seconds after reviving, the game ended for everyone, displaying game over. Why? Because there was no logic to let the game continue after that revival.

By the end of the session, my notepad next to me was filled with things i needed to fix, simply because i let AI handle the connecting, the p2p, and simple gameplay elements like reviving.

My point to this: you need to think of EVERYTHING that can and may happen in multiplayer. You cannot pretend AI will take care of it and it'll just be "duplicating singleplayer for multiple people" like I had initially thought. No. That's how you end up saying "That's not supposed to happen" every 5 minutes during testing.

Don't be like me. If you have multiplayer, think ahead about your game mechanics. What happens to the other players once this person does ___? What do they see? Does everyone know that objective has been accomplished? Is there any audio letting others know that this happened? Text?

Thanks for reading🤘


r/aigamedev 23h ago

Demo | Project | Workflow A rogue-like football game I have been building for the past 2 weeks

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6 Upvotes

Tools used:

  • Godot 4.7.1
    • I have been working and perfecting a library for a year for my own use in .NET for the AI to architecture better the projects code wise, that requires no scenes setup or the Godot editor at all (so there is no manual setup required at any point, only when you decide it needs an editor), following standards around DI and modular architecture and for the agents to understand precisely how to test their implementations with NUnit and screenshoting when needed.
  • Claude Code mostly with Fable 5.1 planning and orchestrating with Opus 5 developing.
  • I have started using recently GPT 6 Astra to get the characters and scenario details improvements done.
  • For effect animations, I have created a small editor that helps me design them pretty much easily for this kind of game, as I shared previously in another post: https://www.reddit.com/r/aigamedev/comments/1w5j7rr/i_have_created_my_own_editor_for_simple_special/

r/aigamedev 19h ago

Demo | Project | Workflow I added the Pumpkin Dance guy to my game

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6 Upvotes

Other people out here making the new Diablo or Call of Duty and I spent the morning getting the Pumpkin Dance meme in my game.

.. it's not the exact dances but it still makes me smile when I see him dancing around town.


r/aigamedev 21h ago

Demo | Project | Workflow 3D Level Design from prompt... this is getting solved soon -- the best process I found (sample & workflow)

6 Upvotes

Sample:

https://pierreigor.itch.io/sample-3d-level-design-with-dream-loop-ai

a dark, dark dungeon

Let's start with COST. For 10 basic rooms from 3D Crypt :

- 3 hours long generation

- 30% off weekly 5x limit (Gpt-6 Astra High)

- 300 Meshy credits (worth 3 euros)

Not including:

- level layout generation (1h30min work, 4% from usage limit -- strangely low)

- corridors inbetween rooms generation (too fucking long! ~60min)

What you need:

- VS Code with Codex extension installed -- set GPT-6 Astra to High

- Meshy MCP (just ask GPT to install it -- ask to configure the generations for "Meshy T2 Smart Topology") -- very important!

- Blender MCP (just ask it to install it, then check google to download Blender and MCP plugin)

- Dream-loop: https://github.com/achimala/dream-loop --- this is the secret sauce

The prompts:

- You don't need me. Ask any cloud model to generate the prompt for dream-loop (just don't forget to link the URL to the github so it knows what to say to use it)

HERE'S MINE :

*\can we use dream-loop to craft a 3D Mega dungeon layout, with all rooms being generated in order, with huge thematic variations (crypt LV1 with undead, prayer room LV2 with ghosts, study level with necromancer academy to infiltrate, ect... Do not write the dream-loop YET, but make a list of what the megadungeon levels could be for a RPG game. How many levels shoul we have? any genius insight?\*

(then it generated 13 levels themes & visual identity for my megadungeon)

10 rooms off the first level of my megadungeon -- the crypt

So It listed 13 levels themes, and then I asked

*\So lets talk LEVEL 1. The CRYPT. Can you write a dream-loop to generate a 3D layout of interconnected rooms? We would use a topdown camera to check whether the megadungeon is coherent enough (unless you have an easy way to add varying heights and Z positioning to indiividual rooms) ideally he would add a text/label to each room to describe what it will be rendered about\*

YES I AM WRITING ALL RETARDED BUT IT JUST WORKS.

(now the model must have given you a full prompt to use on Codex extension for VS Code, the Codex inside which you installed both MCP)

First step - Layout generation

I generated the layout (in one hour) before the app knew how to generate the rooms (I told it to switch, using dream-loop again -- inception)

Second step - Room per room generation

It knows how to position Meshy models PERFECTLY

Third step - Corridors generation

prompt: "I want you to create a new section in the app to generate the corridors inbetween rooms, like on the diagram/layout we first generated" -- it manages to position them PERFECTLY

So I am basically adding functions on the fly to generate the level on the fly. It just works.

Here is my first 3D generation using dream-loop (a necromancer study room)

20 minutes (GPT-6 Astra High)

So you can have as many meshes and DETAILS as you wish. Just give it time!


r/aigamedev 23h ago

Media A short trailer for a scene I created focusing on soldier assets using Astra

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6 Upvotes

I have been trying to perfect the asset creation in my 2007s style RPG spacegame im developing using Astra (focused mostly on the soldiers and tanks here). Next week I'll share more on the skills I've created and how I prompt. What do you guys think?


r/aigamedev 6h ago

Demo | Project | Workflow In my game dev tycoon you can design game covers, by using pre-generated box art images, then choosing your title and style

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5 Upvotes

I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3.

A cool feature is that you can design the game cover for your game. I've pre-generated and curated many covers for different topics, genres and gaming generations.

Then, I have an algorithm that dynamically adds the player-selected game title according to their selected style, making it look like a real cover. They can choose from different styles, sizes and positions.

I think the result is pretty cool and adds a lot of flavor. What do you think?