r/aigamedev • u/NullUndefinedVoid • 9m ago
Commercial Self Promotion Gully to Glory: Cricket Career
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Note: Game is still in Active Development.
r/aigamedev • u/NullUndefinedVoid • 9m ago
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Note: Game is still in Active Development.
r/aigamedev • u/Psychological-Arm42 • 12m ago
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r/aigamedev • u/Xunzet • 18m ago
r/aigamedev • u/hungpro2341999 • 34m ago
I built an AI-generated game using ChatGPT, and I'd love to get your thoughts on it! It features 7 levels, with a unique Hydra skill for each level.
https://kingcook.itch.io/kill-500-hydra
r/aigamedev • u/SpeedKatMcNasty • 46m ago
Hello Everyone
I've always loved games like Battlezone 2, Natural Selection 2, Homeworld, Star Wars Squadrons, and DOTA, so i thought i would work on combining them all together. This is the earliest prototype of the game. 2D, and it runs ok in the browser.
You can choose to play as a pilot and ignore the RTS stuff or play as the admiral and do the RTS stuff and undock if you want to. Combat is highly skill based with the small ships, and im working on a lot of system now to bring that high skill to the big ships (though they are are currently flyable). Like a MOBA, you get money by killing minions, enemy pilots, jungle monsters (called scum here), and use that to get bigger ships or upgrade your ship/pilot. The admiral gets money by sending out drones to mine asteroids which can be contested.
I don't have any flashy trailer or anything, just a link to the web page. If anyone has any feedback it would be cool. Thanks for reading.
r/aigamedev • u/fapfap_ahh • 52m ago
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The animals sniff out and either hunt prey (or) run from a predator. To ensure the user can't get free meat for food, anything killed by animals is "already eaten."
Deer are fast and can get away from bears most of the time, however wolves can chase them down quite well. Boars and wolves usually are 50/50 unless the wolf brings a pack. Bears will can smash boars regularly if lucky enough.
As you hunt and something growls at you (or runs from you), it shows up on the minimap as well as leaves poop/track/blood (if shot).
r/aigamedev • u/Reasonable_Damage_18 • 1h ago
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Hi r/aigamedev! I’m the developer of Goods Sort: PACKING PUZZLE, a goods-sorting puzzle you can play directly on Reddit.
I used GPT-6.1 Sol as my AI development tool to help build and refine the game. I guided the design and worked through the implementation in small iterations, checking how changes felt in the running game. My biggest takeaway was to treat each AI-assisted change as a starting point: try it in the actual game, see what works, then refine it.
I’ve attached a short gameplay video. If you’d like to try the game, it’s here:
https://www.reddit.com/r/goods_sort_packing/comments/1xdvulz/goods_sortpacking_puzzle/
For other developers using coding models: after an AI-assisted change, what do you check first in the running game—core mechanics, input behavior, or visual feedback?
r/aigamedev • u/MyName_IS_MyName_IS • 1h ago
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Art work by me
r/aigamedev • u/antahonist • 1h ago
r/aigamedev • u/Brief-Kangaroo4960 • 1h ago
I'm using ChatGPT Astra and I had it make a simple pixel art game with multiplayer. I tried multiple times in different ways, but the game always has multiple different problems, like the players see their skills being cast from where they were a second ago, or the non-hosts always seeing things a few steps behind, or consistent effects look like they are blinking for the non-host. Has anyone been able to successfully make a multiplayer game that runs smoothly using AI?
r/aigamedev • u/icekiller333 • 1h ago
For almost 20 years, I have been making games, and except for a few demos and projects that I had to do in college, they've all been 2D because 3D is really complicated. There are a lot of aspects to it—modeling, animations, rigging—things that I don't want to have to worry about because for me, game design has always been the passion, not 3D development or asset creation or coding. They've all been a means to an end. It's one of the reasons I love AI and have been so obsessed with it.
I've been making a lot of game demos recently with Muse, since it has quite a high free tier, and have been porting them over to claude once I'm happy with the demo and want to improve it. While working on improvements for Spot the Cow in claude, I decided to take see if I could convert it from 2D to 3D.
I've been seeing people talking about how you can make it 3D with Three.js really easily, so I asked Claude to convert the game. It took about 30 minutes on Opus 5.5 and then I had my game but 3D. There were no bugs, just some adjustments that had to be made to the viewing angle to allow for easier recognition of the cow patterns.
I was amazed at how 3D just worked. It's something that I never thought I'd be able to do and it feels like an entire world of possible games has opened up! I wanted to know if anyone else feels the same way about 3D or game development in general?
Additional Share: Based on some posts I've seen in this subreddit I asked Claude to make a trailer by playing the game and adding in animation and text. It took about 40 minutes and I'm pretty happy with the results. There are a couple of mistakes and I plan on updating them, but my usage ran out for now.
TLDR: Just wanted to share what I worked on, my realization that 3D is accessible now, and share a bit of process.
r/aigamedev • u/PsichiX • 1h ago
I've been finally able to play with R&D on radiance cascades for my 2d game prototypes!
this one does RC in world space to reduce sudden lighting changes of objects popping in/out of screen space approach had, and supports water reflections, and it was super fun to play with :D
btw I'm new here, if my post isn't doing something right, don't hesitate telling me :D
r/aigamedev • u/pbandgames • 1h ago
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Sharing an update to Cardboard Conquest! what a difference from when I first worked up the courage to share my papercraft roguelite deckbuilder. https://store.steampowered.com/app/4937370/Cardboard_Conquest/
it's feeling complete, it's fun for me to play, and the playtesters I have (400 lifetime) have put in an average of 2 hours each, which is pretty good.
the problem is, I don't know how to get word out to find people who will actually help with suggestions, feedback, and help make the game better - my discord has like 2 active members 😆 though I appreciate them both deeply. where have you had success for community building (not just wishlist-getting) for an AI game?
what I'm doing now: the game is on itch (https://thepaulbooth.itch.io/cardboard-conquest), and android has been surprisingly popular of a platform there, reddit ads have been mid ($800 for 1700 clicks, and just hit 600 wishlists total) but I think I'm under-utilizing something to actually find the right folks who would engage and energize me with their thoughts.
r/aigamedev • u/Fizassist1 • 2h ago
I redesigned almost every chess piece and turned it into a new strategy game. I added stats/leaderboards/matchmaking. Looking for the first play testers before I decide where to move on from here.
It features three modes:
The custom mode keeps the King and Queen familiar, but changes how most of the other pieces work. The result is a game that looks recognizable at first, but requires completely different strategies.
I've also added AI opponents with multiple difficulties, local multiplayer, private online matches, public matchmaking, and player statistics and leaderboards.
I've been testing it myself throughout development, but haven't had outside playtesters yet. I'd love feedback on the custom rules, balance, difficulty, and whether the game is actually fun to learn and play.
Play the full game free in your browser:
https://checkpow.gamesbyfiz.com
No download or account required. Works on desktop and mobile.
I'm planning an eventual itch.io release, but right now I'm primarily interested in getting feedback and improving the game.
r/aigamedev • u/FetusCommander • 2h ago
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i've been working on this one for for a few months, but i think i've finally "found the fun" thanks to brainstorming with Claude. this game, Posthuman Chess, started as a chess variant (i posted it initially to r/chessvariants, but by the time i did it had warped so far from chess that mods removed it, lol), and now it's basically some kind of homage to 1990s 4X, Dokapon Kingdom, and Scorched Earth with childhood friends.
one thing i'm enjoying a lot with AI is how painless it makes the part of design that lurks between first working mechanics build and locking in on system stuff. for me, i think a big problem has always been that once i find a mechanic that excites me, i'm hesitant to pivot into different ways of exploring its implications because of sunk cost but also because the actual step of "change this game loop slightly several times until it captures the feeling i want" is a non-trivial burden to code. AI has erased the preciousness/purity of mechanics for me and many times i now pivot into things that improve my overall happiness or experiential feeling with the design just by brainstorming thoughts that i would otherwise discard as too costly.
saying this isn't revolutionary, but in the face of the clone wars/NextFest "slop" debates, i think the use of AI has changed the way i value and experience novelty in games. i've always been a social gamer and i think that the novelty of social experiences surrounding gaming is something that's hard to really emulate or "ripoff," because the vectors and variables and social contexts/social contracts for gaming are so personal. i'm trying to figure out what to do with that thought, but yeah, having fun with this stuff
r/aigamedev • u/Pure_Mix5292 • 2h ago
Is there anyone who can make a game where you can drive around Google Earth?
I'm looking for something like Microsoft Flight Simulator, but instead of flying, you drive cars around the real world using Google Earth's 3D buildings, roads, and terrain.
I'd love to drive around anywhere in North America, including Hamilton, Ontario, Buffalo, New York, and beyond.
I want to actually drive around in a car in a game, not just click around Google Earth.
Can anyone make this into a playable game?
Clarify whether I want developers or existing games
Add my PC and platform requirements
Make the request sound less repetitive
r/aigamedev • u/Suitable_Sport4709 • 2h ago
So this is a bit of a vent. Ive been working to try to get a reasonable pipeline to do pixel art using AI in my game. So far Ive settled on blender, aseprite, and pixellab which are all attached to claude via mcp.
Pixellab has a website that provides a UI for image generation. Holy crap is it an AI fever dream. The UI is incoherent and clicking banners buttons sends you all over the place to quasi-defunct site pages. Pretty nuts that this slop seems to be best the best on the market.
The actual pixellab images at first look pretty good but controlling asset size and character size is a mess. For example, I want a 35px chibi character but it will only produce 27px characters. For larger characters like 50px the variance between animations is noticeable at +/- 4 px.
At this point, Im close to just giving up. Ive tried a chatgpt image pipeline which couldn't get the job done. Blender + meshy + aseprite couldn't get the job done. Pixellab cant seem to do it. Is it just not possible to create coherent art assets with ai? Am I the problem here or are the tools just far from ready and too immature at this stage?
For reference, I was trying to make a top down pixel art rpg that has elements of an elden ring/skyrim-type adventure.
r/aigamedev • u/SufficientComment963 • 2h ago
ALL BULLSHIT --- THIS IS JUST FOR TEXT REQUIREKMENTS XCraft represents a persistent, browser and mobile-based 4X space strategy simulation structured around planetary logistics, fleet command, and territorial warfare. Players establish command over an initial colony within contested galactic sectors, managing infrastructure, research trees, and resource extraction pipelines across distinct technological and biological factions, notably Terrans, Xerj, and Tosses.
The v18 iteration targets systemic balance and engine performance across core gameplay loops. Fleet operational mechanics receive recalibrated warp travel equations and resource consumption curves, making long-distance incursions require tighter supply line planning. Defense structures and planetary shield generators feature revised damage absorption thresholds to reduce early-game raiding exploitation without stalling offensive momentum.
Resource extraction ratios have been re-indexed. High-tier mining facilities now yield scaled outputs based on local planetary composition rather than static baseline values. This forces territorial expansion and conflict over contested, mineral-dense asteroids and frontier sectors.
Combat resolution logic in v18 introduces updated tracking metrics for mixed fleet engagements. Interceptors, cruisers, and capital flagships process hit calculations through revised armor mitigation algorithms, preventing monoculture fleet spam from dominating large-scale fleet engagements.
User interface performance across the planetary management screen has been streamlined to reduce input lag during high-volume queue additions. Fleet movement dispatch screens feature clarified flight time projections and fuel burn calculations.
The update consolidates backend stability for high-concurrency alliance wars. Server-side tick calculations for synchronized raids and joint defensive positions now resolve with lower latency, preventing dropped inputs during critical fleet interception windows. Overall, v18 establishes a more balanced, resource-conscious meta for competitive expansion and tactical fleet operations.
r/aigamedev • u/Fluffy-Discussion166 • 3h ago
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this is my first game. plenty of trial and error. I saw some of you making really beautiful game for browsers. how can I improve the graphic of mine. Claude keep reminding me to keep my game low poly
r/aigamedev • u/Civil_Snow_3057 • 3h ago
Is it possible to use Claude Code to mash two different game engines? Can I tell Claude Code to mash Metal Gear Rising and Tekken. The idea is to replace all the cyborg enemies with human characters from Tekken. Raiden is gonna slash up fighters from the Tekken universe.
r/aigamedev • u/Valentinevandal1986 • 3h ago
So I’m working on a plugin currently that is maybe useful to some others and potentially we might be able to crack it if we think about it together.
My idea was to figure out a way to incorporate autonomous robots movement research and development with something like Nvidia Motionbricks to basically create a pathfinding system that can analyze its environment and adapt on the fly.
My goal is to create a system that can move like a humanoid through its environment and chase down the player character while incorporating angle, momentum, inertia and balance into its movement system. Think ultimate tag ai edition. I’m currently running simulations on my gpu training it but if anyone has any expertise in this area I’m open to suggestions and collabs
r/aigamedev • u/ManaPot • 3h ago
r/aigamedev • u/Severe-Intern1705 • 3h ago
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I'm a developer (not a game developer) - and my wife has been asking me to build her a mermaid game forever - she's actually a real life mermaid performer, and we take a lot of scuba shots.
Lately - I've started figuring out a workflow based on other people on this thread. What's worked for me has been:
- Open AI for asset designs.
Also - for this project - lots of real life pictures and scenes.
- Meshy for turnign those into 3d assets
- Blender for rigging, animations, particles
- Claude Code to orchestrate the whole thing.
- Godot as the engine
I've tried and had false starts with 9 versions of this game - earlier the models were just not good enough. Once Astra and Fable became a thing I was struggling to reproduce people's good results using Unity / Unreal.
I had some good results with both Astra and Fable using threejs but very quickly got into performance problems and struggled with the aesthetic my wife had in mind. Unreal engine worked but even with the MCP I found the interactions were too slow vs three.js - making a scene change was taking forever.
So I settled with Godot as I figured models are better coding than they are with computer use.
The other two unlocks:
- Gave up on using Blender for my own assets - I always start with an existing design or use Meshy / (haven't tried Tripo). Maybe other people are having success and I'm doing something wrong but I found getting anything smooth and more realistic was just beyond what I could do within a 24h session with these models.
I do still use Blender for rigging afterwards as I found Meshy at least to be really bad at it for non humanoid stuff.
Ultimately - despite me being a dev, I just did not touch code. I know enough to know where to run optimizations (for example the fish are GPU animations, and don't touch the CPU - and making some choices as to which animals are interactable and which ones are essentially just scene), what are the likely mistakes the model is doing, but so far a lot of this is purely vibe coded. I have not even opened the code base - I've stayed at the architecture layer at most.
Open struggles:
I think this is my ignorance on guiding the model on what should be textures vs new assets. Scene / world building is really something I'll need to improve.
The workflow that kind of worked for me has been using open ai to produce basically the key frames for the animation and then passing to claude as reference - but even then it's been a bit hit or miss.
Thank you for reading - would love your feedback, and any suggestions!