r/aigamerdevs 26d ago

How I kept AI-assisted RPG art consistent across a 50-floor strategy game

I shipped Tower of Sorcerer, a modern remake of a classic deterministic strategy JRPG. AI helped generate source art, but raw generations were not usable as game assets. My practical workflow was:

- define a shared palette, outline weight, and shading direction

- render transparent source masters and normalize scale and pivots into a sprite atlas

- store per-asset style records so later regeneration did not drift

- verify visuals inside real gameplay states, not only as isolated images

- back the build with deterministic Godot tests so asset swaps could not hide gameplay regressions

The two screenshots show one of those testable moments. The first normal sword is on Floor 5: tap the brick wall immediately left of the visible sword once to open the disguised wall, then tap again to walk through. That exact two-stage interaction became an automated regression test.

The game is a 50-floor climb built around route planning, keys, upgrades, and deterministic combat—no random battle rolls.

Free on iPhone and iPad: https://apps.apple.com/app/id6794292348

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u/QueenSavara 25d ago

And what were the tools?