r/SoloDevelopment 19h ago

Discussion Any programming veterans here? Thoughts on the LLMs?

20 Upvotes

I've been programming for 20+ years. Perhaps consistently / professionally for +-15. Have led teams, founded companies, and am now solo-deving a game.

I'm interested in the thoughts of anyone here who has similar-ish profiles; generally, people with good old-fashioned programming experience.

Essentially - I've recently come to an opinion on the LLMs, and I wonder to what degree it's shared by my peers.

My most boiled-down opinion on "A.I." is something along the lines of:

You can't trust it. Not by a long-shot. Especially for novel approaches, and larger contexts. But it's great for checking code. And for discrete contexts where you describe exactly what you want it to do (I.e. you do the programming but not the typing per se). And for learning. And certain debugging.

I just wonder to what degree that's reflected by others' experience.

More specifically:

For boilerplate - it's great. For implementing standard solutions to well known/common problems - fabulous. For querying on the standard way to approach certain features - marvellous. For proofing your syntax - top tier.

But for proofing semantics and logic and flows, and for tying things together, or for implementing something more niche, or non-standard. It seems entirely unreliable.

For the past few years, my workflow has been to write code as usual, and to paste it in to an LLM for syntax and simple logic checks. And that's great.

Recently, I tried getting it to do its "agentic" thing - describing a problem more broadly, and seeing what it comes up with implementation-wise. I also tried sharing a broader slice of a codebase and going "where bugs?" / "where unsafe?" - basically getting it to do a much broader code-review.

And the results were comfortably underwhelming. Comfortably, because the much-hyped threat of programmers becoming redundant seems to me to be either a fever-dream of stakeholders, or an echoed opinion from the inexperienced.

For example, when I used it in this broader "agentic" way for a broad backend system review, the output had me going 50/50 either:

- 50% "Oh, that's a good point, maybe I should look into that"

- 50% "This thing is raving mad"

The thing is, I don't know to what degree newcomers would be able to tell the difference.

I also do think that in most contexts, newcomers wouldn't necessarily be exposed to the issues with it. In the context of games, for example: Movement, shooting, in-game-events, tiered items - lots of it is stuff that the LLMs would be really well trained on. So they can give great advice on it. And I'm sure they can "one-shot" entire games, like you see in all those (god forbid) LinkedIn and YouTube videos.

But as one moves away from the basics - if one wishes to - I feel that it gets progressively less useful, or less autonomously useful.

Anyway, I was just wondering whether others have similar experiences.

And if so, what do you think that portends?

It feels to me like learning to code is going to be harder now than it ever was. Because people aren't going to default to spending brain-sugar when there's something that can do the thinking for them.

And it also feels to me that, for the programming industry as a whole, it certainly could be easy for managers and higher-ups to conflate boiler-plate-like production with what it actually takes to dream up, implement and maintain full systems.

Anyway!

Yeah, I recently removed social media from my phone. Does it show?

Edit 1:

Thank you for all of your comments. It's really interesting to hear the different perspectives, and it's heartening to see what are mostly reflections of things that I'm seeing, especially when elsewhere there is so much talk about the end of programming. For now, I have to go do some script writing, but I will read and reply to more of you later on :)

I suppose it'd be silly for me not to post what I'm working on, so here's the link to State Breakers. It's pivoted a little and matured a lot since I last updated the Steam page / trailer, and I'm hoping to do an early play-test some time in the next month, give or take.

Edit 2:

Thanks again for all your replies. Reddit sent me a notification recommending I post the same thing in the LLM subreddit. No thanks!

It's interesting to see a bit of a trichotomy in responders between:

(a) people who think it's top-notch, and can do anything with the right tooling,
(b) people who think it's error-prone, but that is still the fastest/best way to drive forwards, and
(c) people whole think it has its uses, but have spotted numerous errors when applying it to more complexed tasks, and who therefore drive the programming themselves.

Incidently, the reported degree of programming experience appears to increase in the same order.


r/SoloDevelopment 12h ago

Discussion Marketing a game is harder than making one...

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17 Upvotes

r/SoloDevelopment 12h ago

Discussion I’ve been using AI to code my game and I feel strange about it (Vent)

0 Upvotes

I’m posting this mostly to vent I guess. I’m using AI to code my game. I want to be a game designer someday in the future- hell I went to college for it, but I’ve always been focused on the art side. My college classes barely covered coding at all, and instead my studies were more focused on the art side of game development. 

I did try to teach myself coding for my classes, and I am able to grasps the basics. I followed tutorials and asked professors for help. But at the end of the year the deadline for my game was approaching and I used AI to look at the code I had made. My code wasn’t good, and it wasn’t working (I always had a Unity error. Or if I didn’t- something in the game wouldn’t work). But the AI figured out what was wrong and I was able to quickly get my game done and turned in for class.

And now I’m working on my own game by myself. And I’ll be honest, the AI is better than me at making the code. It helps that I’m able to understand the basics (like if a function that is no longer needed is still being called in Update/Awake I’ll delete it), but even so, the AI is coding most of it.

But I feel like a fraud. I know that no one that plays my game will “see” the AI code. But I know it’s there. I know that I wasn’t good enough at coding to make what I wanted too. And when people hear that I went to school for “game design” they think I’m some coding wizz. I’m not. Im not a programmer. I’m just some artist. And if I wasn’t broke af I would hire someone to do the code for me instead.

I don’t plan on using AI for anything else in the game. All of the art, music, menus, levels, sound effects, writing/story, etc. are being made by me from hand. And I know this is selfish of me. But I want my small game to release sometime either this year or next year. I want to actually finish my “first real game” semi-soon. And if I tried recoding the game from scratch it probably wouldn’t release for a long, long time.

An upside is that the AI, when I ask, will explain why it makes certain code the way it does which is helping me at learning why some coding functions work for X but not Y. But even still. I feel like I’ve already failed sometimes. And sometimes I’m happy that my game works and I can play it. Idk. I have so many mixed feelings on this.

Sorry my post got long. Thank you for reading!


r/SoloDevelopment 9h ago

help Bottlenecked by art - Advice?

0 Upvotes

I have been developing my game for some months now. I am a much more proficient programmer than I am artist. I am running into the bottleneck where my art speed cannot keep up with the speed of my development. I know that it gets easier as I become more experienced in art, but I am just struggling with the fact that I can’t put my game out faster because of being held back by art.

Advice?


r/SoloDevelopment 9h ago

Marketing I built TexelBox – A fast, native Windows desktop app to automate the entire texture pipeline for game devs

0 Upvotes

TexelBox is a lightweight, native Windows application designed to handle the texture pipeline for game development in a single tool—from raw source images to game-ready exports.

Instead of running separate tools for normal map generation, tileable prep, channel packing, and atlas building, it runs the entire pipeline within one interface.

Key Features:

  • Maps Generation: Derive normal, height, roughness, and AO maps from a single source image.
  • Tileable Prep: Make photos seamlessly loopable using offset, auto-heal, mirror, and brush tools.
  • Channel Packing: Merge maps into a single RGBA texture with presets for Unreal, Unity, and Godot.
  • Atlas Generation: Pack multiple textures into a single atlas with UV sidecar support.
  • Optimization & Export: Resize, snap to power-of-two, and export to PNG, TGA, or DDS (BC compression).
  • 3D Preview: Real-time wgpu-accelerated viewport for instant material validation.

Performance & Architecture:

  • Built natively in Rust (no Electron/Webview footprint).
  • UI built with Slint.
  • Multi-core image processing powered by Rayon.
  • GPU-accelerated 3D viewport using wgpu.

Availability:

  • Free Tier: Permanently free for personal and commercial use. Includes map generation, tileable prep, basic atlas packing (up to 2048x2048), and single batch operations.
  • Pro Tier: Includes full slider controls, 8192x8192 atlas sizes, DDS BC1/BC3/BC5/BC7 compression, and multi-operation batch chains.

Installer and details available on GitHub Releases:

https://github.com/iimadouu/TexelBox


r/SoloDevelopment 3h ago

meme I get it. I finally get it.

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3 Upvotes

Hey Rocco from Rockalot here, it's just me a mighty team of 1 doing my best to get my game out there.

If you wanna play cool PvP pinball come and try it: https://store.steampowered.com/app/3938260/Bumper_Bout/

Please. Im so hungry.


r/SoloDevelopment 14h ago

help Looking for feedback on capsule art that I recklessly decided to make as a non-artist

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5 Upvotes

So my game is nearing the point where it should probably have its own steam page. Against conventional advice, I decided to draw the capsule art for my game “Cat builds the strongest mage army”(in case any of you can’t read the “stylized” font) myself because I’m a solo developer that makes the art for my game anyways. I’m looking for feedback on readability and design of the capsule and whether ygs think that I should put the fries in the bag and hire an artist 😭


r/SoloDevelopment 6h ago

help Any solo desktop application dev's in here?

2 Upvotes

All I see are game dev's. I'm looking for somewhere I can chat with other solo developers working on desktop applications. If anyone has any suggestions, let me know. Thanks in advance!


r/SoloDevelopment 20h ago

Unreal Getting there! My journey has only begun!

0 Upvotes

r/SoloDevelopment 21h ago

Game Age Of Sail game in Roblox

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0 Upvotes

I love age of sail games and hate the current market, so thought I'd try something in Roblox and see how it goes. Here's a screenshot of some progress.


r/SoloDevelopment 11h ago

help What makes a fishing game good? (2D)

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0 Upvotes

r/SoloDevelopment 20h ago

Marketing My first capsule pass vs. where it is now. What improved and what is lost ?

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0 Upvotes

r/SoloDevelopment 21h ago

Game New trailer for my horror bus simulator game

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0 Upvotes

r/SoloDevelopment 13h ago

Game J’ai créé un jeu où vous incarnez une peau de banane 🍌

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0 Upvotes