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/aigdg/ - AI Game Development General

"It's been 5 hours, why has no one made a new thread?" Edition!

>"Just use AI, nigga" gamejams
Next: COMING SOON™
Previous: https://itch.io/jam/agdg-juan-jam

>Agents
opencode
claude
antigravity
codex

>How to start
Newbie? Ask AI.
Already a programmer? Just act as a director. Use software engineering models (Waterfall, AGILE, scrum, etc)

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter (works via wine)

>Links
https://itch.io/games/tag-aigdg

>Friends & Fags
>>>/vg/agdg/
>>>/g/gedg/
>>>/g/vcg/

>Previous
>>110152603
>>
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Game in the OP, the guy who made the three.js brush game is using a new vibecode engine in C called Kaigen3d. Wanted to ask if anyone here has used it but I just woke up and no one made a thread despite the other one being popular and 404ing 5 hours ago. Has anyone heard of this Kaigen?

https://x.com/DannyLimanseta/status/2115459205771690066
>>
Ran out of Codex usage.
Ran out of Claude usage.
So for the first time I'm trying OpenCode with OpenRouter using DeepSeek 4.1 Flash 1017. Am I in for a good or bad experience?
>>
>>110187218
depends entirely on how much you slop vs steer
>>
>>110187218
Make it do all the changes in separate branches, and have claude unfuck it later.
>>
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Still a shit ton of stuff to do but I'm honestly quite happy with the direction it's taking. Lots of placeholder stuff still, don't mind some shit.
>>
>>110187668
what type of game is it? its hard to tell based on the pic
>>
>>110187218
Just get a second claude account...
>>
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Another day, another 30 autonomous commits.
>>
Man we fucked up letting the thread be dead that long. Thread activity plummeted. We should have more bakers.
>>
>>110188492
no, its just that the token limit reset now. jokes aside i am actually spending way less time on social media (yes this place too) now that i started vibecoding. anybody feel the same?
>>
>>110188492
I fought to keep things going but people just don't vibe games these days. Kids are too distracted by their AI tiktok and AI instagram.
>>
>>110188613
I meant compared to last few threads kek
>>
>>110188613
I'm already at like 70% fuck
>>
>>110187036
for what purpose this fuckin faggots under the control of the jews (people cursed by God and devoid of soul) make a new agdg? Just fuck off and go to agdg you stupid shill
>>
>>110188739
There's more productive discussion here than in gedg and agdg unironically
>>
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I'm about to vibeshit my pants
>>
>claude, do X but in Y
>Now think of some Z to add, I don't want to
>"So yeah, I've made some great progress on this spiritual journey of mine to explore my creative potential"
>>
>>110188969
Literally me
>>
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>>110187218
It's too stupid.
>>
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>>110188915
I thought this would be a quick shitpost...
>>
>>110188969
Hmm yes very impressive, this did impress me, im impressed
>>
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Oh yeah, it's vibecoding time.
>>
what are you working on right now
>>
>>110190183
Learning SpaceTimeDB, getting my AWS developer cert, next up getting a Claude cert. Might brush up on Rust a little as well. Game dev is lower on my priority list atm but I want to learn a system for web dev and server management that can transfer over to game dev if I have more free time.
>>
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>>110190183
Nothing...
Been making good progress on my train autism game today though, but mostly QOL, so there's nothing interesting to show off.
>>
>>110190183
thinking up ideas. i have one right now thats a combination of different mechanics from past games that should do well
i might start working on it eventually
>>
>>110190213
>not even trying to make money.
You all are unironically, seriously have profound mental retardation. You are paying Jews your money, getting a service in return that given at price of 50x what it is suppoed to cost and a human level or better intelligence, yet all you do is do your retarded autistic nonsense shit. You are overloading Jewish compute for bullshit. At least some retards are here trying to make their own retarded useless SaaS nobody will use, but you are even worse than them, not even making something useful with your life.
>>
>>110190265
Fuck money, I'm having fun.
Stay mad, poorfag luddite.
>>
>>110190283
>I'm having fun.
Ngmi. Keep having fun until you realize how a NEET chud you are and that there is no way back from now on.
>Stay mad, poorfag luddite.
Whatever lets you continue to code your autistic nonsense.
>>
>>110189182
Hello impressed, I'm dad.

You know, the one that went to get milk some few decades ago.

I'm coming back in two weeks.
>>
>>110190292
Don't need to make it. That's the beauty of having a hobby.
>>
>>110187036
fuckin rabbis and their pets creating generals for something that already exist
>>/g/agdg
>>
>>110190351
>Post in /gedg/
>REEEEE NO AI GO MAKE YOUR OWN GENERAL
>post in /aigdg/
>REEEEEEE GO USE ONE OF THE GENERALS ALREADY MADE

How about I just kill your parents?
>>
>>110190292
Jeet hands typed this post
>>
>>110190359
oh! the jew wants to kill my parents, is eating babies tips and bombing children not enough?
the jew can't handle some banter in /agdg/ or /gedg/
>>
Arena.ai is falling on its face today, no games~
>>
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>>110190300
Exactly how I feel about it. Don't think treating it as a job is even viable, because you're extremely unlikely to make a sufficient money with it, if you make any money at all.

Made Claude prompt for textures himself today with ComfyUI running on one of my computers. It somehow one-shotted pretty good textures for the new props for transitioning between floors. Kinda humbling when I often have a lot of trouble with wringing really good textures out of Krea2. Guess it'll take that job from me. Doing the weapongs and enemies is a lot more fun anyway.
>>
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>touge on mountain
it's a long way up
>>
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apparently if you use codex to develop on unreal and let it launch the editor, it never closes it
>>
>>110190183
Turning UZDoom into an engine with better open world capabilities, adding RPG parameters/logic to the gameplay, and creating programs to interconvert various things into Doom-compatible assets
>>
>>110191341
It's shitty about cleaning up after itself in general.
>>
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>>110190703
the textures are indeed pretty good. how did you interface claude with comfyui? claude-whatever-the-fuck or comfy has some sort mcp/pure text interface?
>>
>>110190703
the textures are cool but something about the UI still screams claude at me
>>
>>110190211
cool
>>110190213
have you shown off your train game here?
>>110190253
lazy
>>110191349
so just remaking daggerfall?
>>
>Opens Claude
>Here's $200 for API

What the fuck?
>>
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Making a WW1 battlefield type game. Digging trenches, calling artillery strikes, rushing into enemy lines, all the fun stuff typically associated with WW1 trench warfare. Pretty fun so far desu, but the PS1 shader Claude used is pretty scuffed, will need to play with it.
>>
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>>110191543
Middle of the map gets pretty ripped apart by late game with all the dug out trenches and artillery craters
>>
>>110191543
thats awesome, I had a dream just like this, keep up the good work, do you have socials for it I can follow on.
>>
>>110191506
Did they make so much money they're just giving people free tokens?
>>
>>110191563
Are you open to suggestions? Add a flanking behavior to the soldier AI and make the corpses look better, they look too uniform.
>>
>>110191567
Thanks. Nothing yet, I probably should though. Is X/Twitter still the place to be for this kind of stuff?

>>110191612
Of course anon. Ya, good idea for flanking, and visuals in general will need a big review pass I think. Both sides look a bit too similar too. Been a few times I mistook which sides troops someone was
>>
i made my own game engine in rust and was trying to make my own little caesar 2 inspired game, i always get to a point where i get bored of making a project though and stop, usually when i start feeling friction, what do you guys do with that feeling? how do you stick to it and finish a project.

i had this problem before AI, the beginning of a project always feels the most fun, then it starts to be a drag.
>>
>>110191684
are those all 3d models made by claude or whatever?
>>
>>110191684

i also wanted to make this game, a pdx inspired 4x/dominion inspired fantasy gsg
>>
>>110191506
Yeah same lel
>>
>>110191341
Bro uses codex. Imagine
>>
>>110191697
yea this one is 100% claude, though i used qwen image 2.1 for the icons and some of the UI.

i went for that art style hoping it'd look decent since claude isn't great at making good looking models
>>
>>110191705
that looks really good.
>>
>>110191719
->
>>110191684
>>
Any fetish games
>>
>>110191697
>>110191684
>>110191705

as part of the engine i made an asset studio which takes a prompt, generates concepts with qwen image 2.1, then uses trellis 2 to generate the model/texture
it works pretty good for static assets like this. i was using it to make stuff for another game i wanted to make which was a FPS version of quasimorph but again, never finished it.
>>
>>110191719
>>110191722

thanks anon. i'm pretty happy with how they look, i am amazed you can get this far just vibe coding, i'm not an artist so the art side of things really holds me back, also not a game designer.
>>
>>110191742
i imagine its not very optimized though can you retopologize it well?
>>
and i was the whole time in /vcg/, how could this happen.... however...
>>
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>>110191743
well what's your know-how though? how'd you do >>110191684 in particular? it looks really good - have you been in gamedev professionally? anything special besides just telling claude "clone caesar with better grafix, MAKE NO MISTAKES"?
>>
>>110191775
hey cris retard
>>
>>110191775
Cris wtf are you doing here
>>
>>110191760
yea it'll connect with blender and as part of the "refine" phase it reduces the complexity of the mesh, decimating or whatever, i let claude try multiple methods, you still end up with a mesh much higher than it should be (that one is 24k vertices) - i tried to mitigate that with a cluster LOD system, but yea it could be better.
the FPS i made that used those meshes was raytraced and ran at 100fps, though i have a 5090 so...
>>
>>110191779
who?
>>
>>110191787
Cris stop larping lel
>>
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>>110191789
what?
>>
>>110191796
You're from /agdg/ right?
>>
>>110191778
i've been a software developer for 15 years, so i know code, i started when astra came out and everyone was hyping it up to be able to make 3d models, so i paid $300 and went hard to see what i could accomplish with AI and i was impressed, though it still fails in several major ways.

i stopped using codex and just stick with claude now.

for the roman game i just said i wanted to make a roman city builder, asked it to do research, told it the style i wanted, said i wanted it to be like caesar 2 but not just copy it and i built it in steps, i didn't try to one shot it, everytime i try to one shot something it turns out awful.

i usually tell it what i want and to do research and then "give me suggestions". asking the AI to suggest things has been my favorite thing to do because it usually comes back with good options, especially if you ask it to research first.

so i built it in steps/phases, i started off with just the map gen and then the very basic early industries/housing/roads and built up from there.
i'm not sure what specifics you'd like to know?
>>
Now start posting your over engineered hanafuda slop. And at least record a gameplay video you freak
>>
>>110191803
this is similar to what i'm doing, more or less.

what effort do you keep claude on? auto? i find it constantly messing up unless it's on xhigh, but then again i'm still working on a novel engine.
>>
>>110191684
It's so pretty
>>
>>110191863
i did most of it on medium, lately i've been using high. xhigh rarely, usually just stick to opus with sonnet sub agents but sometimes i'll swap to fable if i think it's something critical or complicated. i like to do code reviews in fable where i tell it to clean up code/project structure, performance analysis and check allocations and stuff like that.
that little roman game uses like 0.3% of my CPU and 500mb of ram at 4x speed, so i'm pretty happy with it.
>>
>>110191809
Slow down,... i need time to write that release note...
>>
>>110191895
Release notes are for releases.
>>
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fucking hell no one told me implementing pops would be such a pain in the ass
>>
>>110191929
paradox hire this man!
>>
>>110191946
i'd never work for them, whole company is such a massive shithole
>>
>>110191946
Doesn't work like that, anon. First, he has to make a good game, then he has to release at least one exceptionally good sequel, only then will Paradox be willing to involve themselves and ensure the third one is a steaming pile of shit.
>>
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>>110191967
maybe they'll at least appreciate how cool the trees are kek
>>
>>110191929
heh, trying to make a GS game made be appreciate what paradox does a lot more desu. Its easy to underestimate how annoying a lot of it is to make, at least if you want it to work remotely well
>>
>>110192014
on one hand yeah, on the other my experience so far made me also realize nu-paradox sits with a thumb up their ass creating DLC printers instead of games
>>
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Here you go, version 23.

Direct Download:
https://github.com/Aquaslopper/Xeno-koi/releases/tag/v23
>>
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>>110191892
how do you setup subagents? my claude launches an agent once in blue moon.
>>110192035
what that fuck is that even?
>>
>>110192043
just tell it add to your global claude.md file to use subagents for simpler tasks.
>>
My game is about being racist and toxic more than any game can possibly imagine.
>>
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ok, i have searched the boards about this cris thing, did i miss something?? Was there any problem, i wasn't really active here the last few days. Anything about the game?
So yeah, i added a dealship just in case for problems with cards in mid flight or other asynchron problems. ..
>>
>>110192092
it's just some anon obsessing over his butt-buddy. ignore him.
>>
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>>110187218
updoot? I can run a cope quant of the fat whale locally and want to know if it is good enough yet
>>
>>110191385
Pretty much just the usual ComfyUI API. Only launched comfy with "--listen 0.0.0.0", gave Claude the workflows I used and the IP where the ComfyUI instance was running. It insisted it didn't need MCP, and that turned out to be true.

>>110191486
Ironically, I had to really fight Claudes for getting the HUD as is. Some of how it looks comes down to the main pixel font being too large for some parts and having to use an even smaller font.
>>
Do people itt trust Opus for coding in iterative projects? It seems to fail to understand me on a semi-regular basis. I'm gradually editing UZDoom with Fable and run into limits relatively quickly on the $100/mo plan, whereas I can't burn through Opus quickly enough on smaller side projects/programs. E.g. I've proompted a level generator, sprite sheets, asset extractors, similar things with success in Opus but I'm afraid of it corrupting the game engine if I edit it 100s of times.
>>
>>110192451
in general, it's better to split the scope of the task into subtasks, so that one subtask is it's own piece of work done in one session. given that approach, you do not muddle the context with unimportant information, making the code quality better, but also allow to clearly implement specific systems piece by piece
for example, if I need to implement a whole ass game feature, I'd break it down into tasks, then those tasks into session-sized sub tasks. each session wraps up a sub task + does a review pass on it in terms of code optimization (performance as well as hygiene), and closing a task means reviewing changes that has been introduced in sub task in terms of coherence, code quality and potential deduplication
>>
>>110191563
could you make the map and number of soldiers massive?? what are the limits?
>>
>>110192325
>updoot?
it seems intelligent. haven't had any problems. it is not saying anything i recognize as overtly dumb and i've been coding for years so i do know some things such as when it just recommended a package that is dogshit when i know a better or more performant one that does the same thing for example.

tldr: good
>>
can we make a discord so we can circlejerk each other properly already? Imagine the combined autism and tips and tricks. letting people finish each others half assed attempts
>>
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>>110192451
you do realise fable is worse than opus 5.5 xhigh? i dunno why they even still offer it, brobably for backwards compatibility with agentic workflows.
>>
I know the art style screams vibe and claude and I will try and gradually improve it, but I would like some feedback on https://keeps.wdnz.pw/

Castle Fight autobattler
>>
I started to use Claude Code to try making games, and it's surprisingly really good.
I just have 2 questions for now.
1) Where do you guys go to get assets? Both 2D & 3D. And if there's any way to generate them?
2) How do you deal with notification from Claude?
I would like to know when Claude has done the tasks.
But currently all I have done is asking it to play a sound when the task is done, but I could have walked away and miss that.
>>
>>110192717
I like it.
>>
>>110191705
kino
what do you use to generate the terrain?
>>
>>110192884
uhhh it was awhile ago (3 weeks feels like forever for some reason), but it's a complex system involving hexes, noise, biomes, it's all generated on the fly, supports very large maps and it's all procedural, i spent a lot of time on the rivers and they look good from a far but have problems.

i didn't use an existing library or anything like that, i had AI make it all from scratch.
>>
>>110192717
it seems neat, but left click to drag the view and middle mouse to rotate is something my brain can't reason with.
>>
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>>110192717
feedback: dogshit.

-no visual stye at all, this is some robolox shit or something
-how the fuck am i to even supposed to play that

it's a very nice touch though that i doesn't lag my potato - i'm getting like 5 fps though. you get respect point for not flooding my igpu.

what's the story in your game? i have no idea, it's just minecraft. why should i play it? from the opening screen with the menus i have to look at it gives me the ick. then i got blue bob the builder in some minecraft-looking lame-ass forest.

now, after the hazing, actual suggesting - steal dota. dota has radiant/dire visual styles, do something like that. it's up to you to come up with a catchy style. then make the game start in a state where it's playing itself, so i the player can just watch for a bit and ease in.
>>
>>110191684
Just take a break and do some research for unspiration. Somehow I get eurika moments just from idling when mulling over subjects on and off for a time.
>>
>>110192947
castle fight is basically a custom warcraft 3 map.
you build buildings, they spawn units, units slam into each other from other teams.
it's an autobattler of sorts
>>
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>>110192965
yea but i'm saying you need to sell the gameplay.

why should i, even for free, play *your* game? that's up to you to answer. i don't even see an interesting visual style, and i don't see what the gameplay is. no, i will not read your explanation of how o play your fucking game, i will just not buy/repost it, and it will end up with 2 reviews on steam. ask claude about design, basically.
>>
>>110192975
i'm not the anon that made it, i just thought you never played castle fight before but yea, i don't disagree with you, it's a hard question with any vibe coded game lol
>>
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>>110192988
well hood warfare sold. if that castle builder opened on the builder dude stealing sneakers from a store and going "sheeet nigga!" while escaping the opposition, then plopping down a carckhose to spawn homies, and then the game starts, it would've been derivative but somewhat eye-catching.

"Common sense will not accomplish great things. Simply become insane and desperate."
>>
>>110193011
But that game would have sucked. I like it as it is, it's nostalgic and fun. You're talking about degenerate and evil bullshit marketing like everything should be built around clickbaiting twitch audiences.
>>
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>>110193050
no, i'm talking about having a style. you can 100% have a nostalgic and fun style, like say banished - no special graphics, no stylisation, still the game looked and sounded like was telling a story.
>>
>>110192947
Anon that posted it here. I fully agree with the roblox tier style and i admit it is been a thing on my mind to get a different direction, but its extremely fucking hard because i dont want to clone dota2 in terms of visuals. The blockyness is claudes issue or maybe my initial prompt issue… yesterday i spent all day generating assers with tripo and while they are cool they dont fit this kind of game at all. For the current stage i think the models are “okay”, some polish sure, but useable
>>
>>110191684
Damn. Curious how you got that crisp isometric look.
>>
Wondering how many anons are making porn games with AI or modding existing ones.
>>
>>110191684
>what do you guys do with that feeling? how do you stick to it and finish a project
I have the same problem with personal projects. At work it happens, too, but I have no choice if I want to keep the job, so I just overeat, drink and smoke more to cope with doing something I hate.
>>
>>110191724
Claude won't let you do anything that even remotely smells like wrongthink, so forget about that. Not in the age of AI coding.
>>
>>110191543
Why is your resolution so fucked up? Oh wait it's because you're a vibeslopper.
>>
>>110191543
To make my point clear: You don't need to fucking vibecode a PS1 shader, jesus fucking christ.
>>
>>110193153
Porn is unsafe
>>
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.
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Is the Hamburger Hill anon still around? I'm curious what you used for the sprite art, or art assets in general.

>>110156719
>>
>>110192035
i suck at card games but i really like the visuals
>>
>>110191724
>>110193170
My main character is a female with enlarged proportions and haven't had an issue with it, just made clear that it was an adult focused game without explicit content.
>>
im keeping my cards close to my chest nigga

that shit is between me and Scam Altman
>>
The only thing that I really care about with respect to this is how annoying it's going to be for every game to be made in threejs.



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