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I’ve been seeing a lot of people on Twitter making these crazy AI templates or whatever you wanna call them, and it got me thinking:

Is that code actually production-ready? Like, can you really make a full game using mostly AI-generated code/assets and actually ship it? And could that even be profitable?

Because honestly, I feel like we’re about to see Steam flooded with low-effort AI games. Everything is gonna start looking the same, generic graphics, generic assets, generic gameplay, all made with AI.

Idk, maybe I’m just being pessimistic, but sometimes it feels like the world is getting kinda soulless
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>>109775952
>we’re about to see Steam flooded with low-effort AI games. Everything is gonna start looking the same, generic graphics, generic assets, generic gameplay, all made with AI.
asset flips flooding steam is not new
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>>109775952
i use ai in everything
but i doubt ill commit even a single line of code produced by ai into any of my projects

ops take is made in afryka
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>>109775952
>>109775979
maybe not made in afryka
but certainly it comes from the kazakh steppes

>use ai to make your code better
>second set of eyes, but dont trust it with novel shit
>because big brother sam altman is always listening
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yeah
https://psyclimb.itch.io/boneglaive
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>>109776208
Why does every fucking vibe-coded slop game have the exact same UI?
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>>109776225
AI cant create it has to stole art or code on github
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>>109775952
be glad the average thirdie cannot afford the amount of tokens required to ship a game like that
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>>109775952
>And could that even be profitable?

I have agents researching, writing, and publishing books on Amazon, and it's decently profitable, though only if you know a VERY specific niche that others don't.
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Just vibecoded a new RHI in an obscure language not many people uses.
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>>109775952
>production-ready?
it's a meme invented by overpaid faggots to scam their managers/employers
same with "maintainability"
don't fall for the meme, nobody knows what "production-ready" even means, it's just a way to waste time and pretend that you need 3 weeks to change 5 lines of code, you don't need to do that unless you're salary-scamming at big tech
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>>109775952
>Idk, maybe I’m just being pessimistic, but sometimes it feels like the world is getting kinda soulless
Yes but there is another possibility. The ideal is reducing the barrier to entry for everyone so you can make anything. And just like everything 99% will be shit but some will be amazing and some will be just to your niche. Think about the internet today anyone could post a video meme or blog or draw shitty art most isnt worth it. But i guarantee you can find things to enjoy to share. Ideally you can spin up your game idea or mod a popular one. Or you and your friends can decide to make your own friendslop over a weekend to play and have fun with. Its not all doom there is more content than is possible to consume right now, we do need better filters though.
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>>109775952
I tried to get it to write me a simple Godot editor script that would allow me to cycle between move/scale/rotate by pressing space bar like how Unreal does it and it couldn't even do that without 10 errors, I got it to correct the script until it was down to only 4 errors but then it surprisingly stopped responding because there was a "problem" aka it gave up.
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>>109775952
I have several years of programming experience, but just never got around to learning a game engine.

I'm using AI to help development on my game because it's excelled my knowledge of what the engine can do, like I had no idea I could directly manipulate a skeleton armature in the game engine versus hardcoding the animations into the gltf file. Definitely am not letting it turn into slop and I'm diligently managing the organization, readability, and documentation of the code. I don't let any models code in their native slop style, I strictly enforce my own code style and conventions and verbally berate the model when it violates conventions.

I've been modeling my own assets in Blender. Using InkScape for some basic image and SVG manipulation. I bought the super basic ElevenLabs subscription so I can get sound effects, UI template assets, basic textures, and sometimes decals. But I'll end up with 15 iterations and pick like 2, throwing the other 13 away as slop filtering. And I'm often using Audacity or other editing programs.

So yes, I use AI as a force multiplier and am not just trying to flood slop asset flips.
>>
Not for programming. But I am making one for a "choose your own story" game. It made some characters and cities and I didn't have to type or think about it. And since it's a simple CYO story game it only has some simple 2D images which the AI helps with by making it since I can't draw either.
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>>109775952
AI is good at boilerplate, it knows all the game algorithms like pathfinding and stuff. I always just use such code generation as example code, and rewrite it all myself how I want. I'm not convinced the juice is worth the squeeze trying to get AI to code entire projects by themselves.
But AI is also good at finding edge cases, and it's very aware of best practices and defensive coding. I now send all my code on all my projects to my best local model, along with a statement of intent, and have the AI look for mistakes or suggest optimizations.
Before I start a project I brainstorm a bit at a high level with the AI on design and features. Sometimes there's tools or packages I'm unfamiliar with that get suggested that save me a lot of time. And because it's a chatbot I can push back and ask for alternatives, redirect it to more of what I want to be doing, and get refinements. From there I can code up some examples and boilerplate for me to refer back to when I'm actually writing all the code myself with a strong design from the get-go.
As always, it's the user, not the tool. If you're a low IQ code monkey, the AI will only help you make slop. If you're a competent software designer and engineer, you'll find ways to use AI to make yourself more productive so you can focus most of your time and energy on doing the creative and intelligent work that makes your project special.
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>>109775952
>Have you created a game yet using AI?
I made one over a year ago featuring a mother and her 8 year old daughter. It took a week and like 50 bucks. I bet you could make something like this in half the time and much better with modern models. If you can run abliterated GLM 5.3 flash locally then it could make this for free, and also generate the scenes for you as you play the game for free. Local models are good enough now to play the game for free, but you'll need to set that up yourself, shouldn't be hard since its just calling an openai-compatible server

https://rentry.org/wpbrzim6

Oh, and about that instagram simulator game mentioned in the rentry: it can be done today, just video generation would be super slow. H3 is good enough for this.

I can tell you right now, it's so, so fucking hard to finish a product. The first 80% flies by, and then you need passion and discipline to carry the rest of the way through.
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>>109778444
The price per token is still too high for Steam to be invaded by ai slop.
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>>109778307
what game are you making and how do you have motivation
i slop out an engine and a skeleton and lose all interest even though i used to want to make persona and danganronpa clones
once i have the engine i lose the motivation to write and do character design
so weird
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>>109778523
one only has to glance at the Steam Store front page to see that A.I in games is everywhere and some of them are already 90%+ created by A.I
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>>109775952
I don't use much AI but I would imagine small changes (so, iterating on some gameplay stuff) might be painful unless you make stuff that helps edit during runtime without re-compiling (which you can just prompt of course)
Also aligning UI elements and stuff like that seems to be something you have to finish manually, just look at this >>109776208
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I experimented with making a MUD using the Evennia framework to create a fully multiplayer text game, like the ones we played before MMORPG's 25+ years ago.

It does really work well, but eventually it just clogs my codebase with shit I am not happy with, even though development in Evennia is generally very easy and painless. Maybe if you leave a swarm of agents running 24/7 they eventually unfuck your code but I dont have thousands of dollars to spend on this.
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>>109775952
>see Steam flooded with low-effort AI games
Steam for the most part has always found a way to filter trash games. Be it Unity/Unreal asset flips, Renpy porn games, chink games, retro platformers.

That said there might be a small window there AI actually gets good enough to make games people want to play/try, while still being "hard" enough to do where they can't just generate it themselves/find a free alternative.
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>>109776225
no one can figure out how to polish a vibe slopped game into a sellable product
they all look indistinguishable from the regular dogshit that steam is flooded with that no one buys
AI still hasn't figured out how to make non slop
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>>109779387
there's more to bringing ideas to life than just plopping them into existence, which why "idea guys" have and will always be worthless.
not even saying AI is detrimental here, I'm just saying that the type of person who vibeslops out some copy of an existing game will not go through the effort of making the effects juicy, iterating on the gameplay until it's fun and actually thinking about the player's experience.

I've seen so many AI demos where the prooompter has just obviously picked the first version that the AI produced and there was 0 back and forth with it.
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>>109779413
yeah i do agree a large part of the problem is that the first adopters are by and large retards with no artistic vision of their own. it's something i've always hated is how these people will just settle for the worst slop because they had to put 0 effort into making it.
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>>109779413
Yup if they would just iterate it could get to decent. The type of person who would do 100 tweaks just does it from scratch right now. Maybe it will change but probably not anytime soon.
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>>109775952
It's like letting loose a pajeet on your project
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>>109779481
those type of people were also probably scared off after working diffusion models for image and video where you get told to just try a different seed or try writing your prompt with different words
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>>109778444
kill yourself teebs
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>>109775952
>Is that code actually production-ready?
Yes. it will be better than 99% of amateur gamedev code. Most of the hobbyshit code is yandere tier
>assets
could work with many iterations. you can't really "one-shot" assets with AI.
>I feel like we’re about to see Steam flooded with low-effort AI games.
You can slop a game in few days, but it will be dogshit. The same people released unity shovelware template clones previously so it doesn't really change anything. If you spend the time and effort, you can make a great game even if 100% of it is slopped up
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>>109778444
kys pedo
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>>109775952
Steam is already flooded with them and they literally don't boot 90%+ of the time, when they do boot they're totally broken (as in try moving forward it just instead flips the character in a cylinder motion, etc.)
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>>109780546
lmao
as a shitposter at heart i can only be in awe of that avalanche of slöp
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I saw a vibecoded patch for Alex Kidd, and it offended me greatly.
Not that I really care about vibecoded shit, but this guy even got AI to write his hack description for him and it's a fucking mess.
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>>109775952
>these crazy AI templates or whatever you wanna call them
demo-slop

>>109778350
>If you're a low IQ code monkey, the AI will only help you make slop. If you're a competent software designer and engineer, ...
false, this is narcissism masturbatory
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>>109781259
>vibecoded patch for Alex Kidd
what did it do ?
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>>109781298
It swaps the 1 and 2 button functions (another non-vibecoded hack already does this) and it "improves punch collision."
Seeing how the guy couldn't be arsed to write a short description himself, I won't ever bother with his patch.
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>>109776225
The things a statistical model produces have easily recognizable patterns in them. No matter how good image generation gets, for example, you eventually start noticing something is the same. Even when the images are good enough to fool you the first 1000 times.
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>>109778350
+1



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