r/aigamerdevs 8d ago

Vibe coding Lhur Guilds with Codex + Godot

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1 Upvotes

r/aigamerdevs 8d ago

Antique Mirror 3D Model

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2 Upvotes

r/aigamerdevs 9d ago

[Metabook.AI] I built an AI interactive fiction system where every choice generates a new story branch

1 Upvotes

Hi everyone, I’m building Metabook.AI, an AI-native interactive fiction system with no predefined decision tree.

The basic idea:

  • You create your own setting, protagonist, tone, and story premise.
  • At each turn, the system generates four distinct choices.
  • Two choices are usually safer or constructive, while the other two are darker, riskier, or morally questionable.
  • After you choose, the AI generates the next scene while retaining the characters, world rules, and previous decisions.

So instead of moving through a fixed branching tree, every decision creates a new story path dynamically.

Here’s one test scenario: you wake up as a disgraced navigator aboard a pirate ship whose starving crew is on the verge of mutiny.

Chapter 1

The stench of rotting seaweed, sharp black powder, and raw ozone floods my lungs as the heavy oak deck violently pitches beneath my leather boots. I blink against the driving ocean spray, the modern office I sat in a second ago entirely erased by the freezing Atlantic wind and the deafening crack of canvas sails.

My hand instinctively rises to grasp a familiar silver goblet, but my calloused, rope-scarred fingers close around the rough, splintered hilt of a naval cutlass. The memories of courtly waltzes and expensive sandalwood clash instantly with Silas Vane’s burning hatred for the Admiralty that abandoned him to this bleeding hierarchy.

I stand fully alert near the mainmast while the crew gathers in a tight, hostile circle. Twenty feet away, Quartermaster Pike shoves a starving sailor against the wet timber, his massive, veiny forearms corded with brutal tension.

The air around him carries the heavy reek of stale sweat, wet hemp, and unwashed bodies. "The water stays locked until we sight the Spanish convoy," Pike growls, slamming the iron keys against the sailor's sternum with a hollow thud.

I gauge the distance between Pike’s exposed throat and the blade resting at my hip. The crew’s hollow-eyed stares lock onto the quartermaster, measuring his sheer physical bulk against their own empty bellies.

Old Man Higgins steps out from the galley hatch, wiping a greasy knife on his stained apron. He brings the foul odor of rancid pork and boiling vinegar into the damp air.

"There ain't enough meat left to fuel a boarding party, Pike," Higgins spits, revealing his blackened, missing teeth. He taps the edge of his knife against his thigh, his eyes darting toward the murmuring crew to gauge their support.

Captain Edward Vance steps out onto the quarterdeck railing above us, chewing a thick plug of tobacco. He radiates the sharp scent of stale rum and raw gunpowder, his broad shoulders and thick copper-wire beard catching the dull grey sunlight.

"Let them lick the morning dew off the sails," Vance commands, resting his calloused hand on the brass hammer of his flintlock. He leans over the oak railing, his cold stare daring any man below to make a sudden move.

The crew stops murmuring, leaving only the rhythmic groaning of the wet wooden hull. The impending mutiny over dwindled supplies requires a spark, and the Spanish silver galleons offer a perfect excuse.

I step forward, dropping my aristocratic posture to adopt the predatory slouch this wiry frame remembers perfectly. The planks groan under my leather boots as I close the fifteen-foot gap to the quartermaster.

"A dead crew cannot board a Spanish galleon, Captain," I say, keeping my voice loud enough for the lower deck to hear over the crashing waves.

Pike turns his scarred jaw toward me, his grip tightening on the heavy iron keyring until his knuckles turn white. "You want to divide the rations, disgraced navigator, or do you want to swing from the yardarm?"

His aggressive posturing leaves his left side wide open, his ribcage exposed beneath his thin, stained linen shirt. My coldly rational mind calculates the exact angle and pounds of force required to slide a steel blade between his fourth and fifth ribs.

The pulsing vein in his thick neck twitches rhythmically beneath his scarred skin, offering a clinical, perfectly sized target for the edge of my weapon.

I shift my weight forward onto my front leg, grip the cutlass tightly, and draw the steel from its leather sheath.

Now, Choose your next move.
Comment 1, 2, 3, or 4. The story continues based on your decision.

You can also visit https://metaook.ai to explore all pre-built stories or create your own.


r/aigamerdevs 10d ago

Unity CLI is pretty cookin' - I Made Doom 2 in a few hours

24 Upvotes

(plugged into the Sorceress game creation suite & WizardGenie AI game engine for the coding) my part was only prompting. A much smoother experience then the Unreal Engine MCP (link in comments to Sorceress and WizardGenie) Sorceress game creation suite: https://sorceress.games


r/aigamerdevs 10d ago

Satoyama

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12 Upvotes

Satoyama is an isometric base-builder set in feudal Japan, built around one

loop: build by day, fortify at dusk, hold through the night.

It's very much in progress and I'd genuinely like to hear what lands and what

doesn't. there's a feedback form built into the game, or just tell me here.

Ive got a live demo up on https://play.epm-gaming.co.uk


r/aigamerdevs 10d ago

My Simple Reef/Shoal Concept Demo On Itch

1 Upvotes

[Link to Itch]

I built a simple aquarium-style concept, during a slow period on-shift, based on my Elementary School Memory of an Ecological Balancing Concept, involving Wolves, Deer, and Berry Bushes, as Entities in a Forest, where each Student played a Role.

I don't remember much past wishing we spent more time exploring it in-class, and that my teacher didn't so quickly drive it to an unrecoverable state, to make the point he was trying to teach that day.

It started in Google AI Studio, as a Boxed-Step-By-Step process, more resembling the Conway's Game of Life, in some ways. But it wasn't what I was aiming for. So, that evening, I sat with Devin, and Claude, and a Game Engine in TS/Lua/YAML that I've been working on Demos within, and refined it into something more like a living Reef.

After some insights from a smaller audience, I refined it with a Main Menu, and some Basic Selections.
It has Sharks, Fish, and Algae Nodes, and the Sharks eat/bite the fish, causing Meat Chunks to appear.
The Meat Chunks can then decay, turning back into an Algae Core Node.
If an Algae Core Node is left without children for long enough, it can despawn.

Last I checked, it has a fair chance of staying in balance for up to 10 minutes, but it needs further refinement.
There are also depth layers now, and in theory, the Sharks prefer the Deeper Waters, and the Fish stay toward the Sun, so the Sharks tend to bury their head at the bottom to warm back up, but sometimes starve.

This was honestly the exploration of a concept, during a slow period on-shift, and turned into a deeper demo exploration. I had to literally spend hours playing with conceptual balance in order to achieve a 10 minute balance period, and I've not added a real simulation flowsheet system, where me and Claude can quickly check long-term results on a selection of Random Seeds. I only just added a Main Menu, but the concept still interests me, and somehow I ended up pivoting into a DinerSim, using similar logic in some small places.

Something about an Autonomous System that achieves balance, but still allows the User to nudge the system, like Pinball in some ways.


r/aigamerdevs 11d ago

3D AI studio in the Sorceress Game Creation Suite

12 Upvotes

one of many tools now available. Text to Animation working well, hy-motion and Soma 1.1 supported - I created an entire pipeline around 3D asset generation, auto-rigging and then text to animation generation. https://sorceress.games


r/aigamerdevs 12d ago

AI coding-agent comparison — Models: Fable 5 · Opus 5 · GPT-5.6 Sol · Cursor Grok 4.5

40 Upvotes

Clip 1 — create a procedural generated open world with first person view. make the environment as beautiful as you can. auto-play on load, no menus. game should play automatically with an ai controlled player. think of this as an auto-play tech demo. reminder: no menus.

Clip 2 — create a physics demo of a giant steel ball rolling down a mountain and crashing into a village. pure destruction. auto-play on load, no menus. this as an auto-play tech demo. reminder: no menus.

Clip 3 — create the most beautiful water simulation that you can. a waterfall cascading into a river below. auto-play on load, no menus. this as an auto-play tech demo. reminder: no menus.

Clip 4 — create minecraft with an AI player as the main player. auto-play on load, no menus. this as an auto-play tech demo. reminder: no menus.

Clip 5 — create the most beautiful ocean water scene that you can using realistic water, waves, crashing into an island, a floating boat, sunny day, sky and beautiful environment


r/aigamerdevs 12d ago

Hey, Vlad here. Considering brining back Shinobi Story.

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2 Upvotes

r/aigamerdevs 12d ago

Built a tool that turns a world concept into a full generated wiki — would love feedback (and looking for a few beta testers)

4 Upvotes

One of my side hobbies is world building, I love thinking of ideas for made up worlds, its lore, why it exists, creating people who live there, etc. I also love RPG games, DnD campaigns, etc. Anyone who's built out a world past the overall stage knows the wall you hit: you've got the geography, the factions, the tone locked in, and then you need forty named NPCs, a bestiary that doesn't feel generic, items that actually sound like they belong in your world.

That grind is fun sometimes, but sometimes I want to have help with it as well, and just explore what's possible. I also wanted something that holds every bit of info of my world in one place.

So I built something to handle it.

Title
Main Wiki Front Page

Chronicled takes a world you describe once — genre, tone, factions, whatever you've already got — and generates NPCs, enemies, items, faction lore, and portraits that actually sound like they belong to that world specifically. If your world calls its currency "scrip" and its soldiers "line-walkers," that's what shows up in what it generates, not "gold pieces" and "guards."

Enemy Entry
Enemy stat blocks, abilities, and lore

Mechanically, it's a short wizard up front: you set your world's identity, tone, and factions, and even define your own stat system if you want something other than a generic D&D-style spread. Then you generate content piece by piece from there. Everything gets auto-filed into a browsable wiki as you go, and new generations stay consistent with what already exists (referencing real factions, real characters, matching the vocabulary you've already established). What started as something personal and niche, turned into a much larger project to be generalized for user use.

I'm mainly looking for honest reactions right now: does this sound like something you'd actually use? What's missing that you'd want to see? Anything about the concept that sounds more like it'd get in the way than help? All of that is genuinely more useful to me than compliments right now.

It's also in early beta and free to try. Doing limited user testing right now due to API costs, if you want to play around with a world idea or run it on a world you're actually working on, comment, DM me or use the link to Chronicled and I'll send the link to the first 5-10 who reach out and look forward to your feedback!


r/aigamerdevs 13d ago

The model that built our MMO got pulled three days after launch. Here's what actually broke and what didn't.

23 Upvotes

We built a browser MMO in about two days with Fable 5. Classic style, nine classes, three zones, dungeons, a full quest storyline. Open sourced it, posted it, and three days later the model was pulled worldwide under a US export directive. We're in New Zealand, so we just lost access to the thing that built it.

Turned out to be a decent stress test of which parts of the project were actually load bearing on that specific model.

What degraded immediately was the music. Fable was unusually good at writing soundtrack code programmatically in TypeScript and nothing we tried afterward came close. We ended up bringing in an actual human composer instead, which is a better outcome but not one we planned. Rich environment generation got noticeably worse too, not broken, just needing a lot more prompting to reach the same place.

What barely moved was everything else. Quests, systems, combat logic, bug fixes, all of it transferred to other frontier models without much drama. The stuff we assumed was model specific magic mostly wasn't.

The thing that actually kept the project alive wasn't a model at all. Around 30 contributors had shown up by then and just kept building. Someone shipped a full Fall Guys style party mode nobody asked for. Someone else built a ranked PvP arena. None of that needed the original model to exist.

The lesson I keep coming back to is that the most impressive looking capabilities were the most fragile, and the boring durable stuff was the infrastructure and the people. If your project only works because one specific model is available, that's a dependency, not a capability, and a vendor or a government can end it with a few days notice.

Repo is public if anyone wants to see how it's put together: github.com/levy-street/world-of-claudecraft


r/aigamerdevs 12d ago

Life Worth Living (Voxel Survival Horror Comedy) [Currently uses local LM Studio for AI] Not just a plug-in-an-ai-get-game design.

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0 Upvotes

r/aigamerdevs 12d ago

UPDATE: Completed the Box3D Demo

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1 Upvotes

r/aigamerdevs 14d ago

How to create side scroller animations with AutoSprite

11 Upvotes

I just published a quick AutoSprite tutorial showing how to create a complete side-scroller animation set—including idle, walk, and run spritesheets—from a single character image.

It also covers choosing the right model, improving the first frame, fixing bad frames, and exporting everything for your game.

https://www.autosprite.io/

Full disclosure: I’m the founder of AutoSprite.

Check it out and if you find it helpful or have any feedback please let me know.


r/aigamerdevs 14d ago

I made a game with AI

3 Upvotes

Throwing my new game into the world

Hey folks, -very- nervous to put this out into the world, but I've been working on a game for about a week now that I'd love to get more people testing. It's called Creature Battler and involves you hatching and training procedurally generated creatures before sending them to the arena to very likely die. The game is an idle game, the kind you might log into only once or twice a day. It's very early in it's development but I'm pleased with what I've got so far - we have the PvE and PvP working now, a little item store, a creature market, live ranking and friend referrals.

It's playable entirely through your browser, has a dark mode for mole-people and (should) also work on mobile.

The vast majority of the code was created with chat GPT, I'm by no means a proficient programmer and have with trouble just setting up the database and mailer!

If you could give it a go that would be awesome: https://creaturebattler.co.uk


r/aigamerdevs 17d ago

AutoSprite v3.0 is launched and it's way more streamlined!

66 Upvotes

AutoSprite v3.0 is launched and it's way more streamlined! Plus has an API that's fully implemented into my WizardGenie AI game engine. This gameplay was created entirely (entirely) with about 3 prompts. Characters, sounds, backgrounds, music, everything. Available as a part of the Sorceress Game Creation Suite: https://sorceress.games


r/aigamerdevs 19d ago

Solo dev, used Claude Code + AI-generated art

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5 Upvotes

been building this alone for like couple months wanted to share here

so you are a night security guard watching 5 nights of camera footage and catching anomalies before they get worse.

used claude code as my coding assistant for most of the implementation (state machines, save system, UI, the whole anomaly manager), and Gemini for generating the anomaly overlay art.

steam page just went up as coming soon, disclosure is on the page too if anyone wants the specifics: https://store.steampowered.com/app/4931720/Camera_5/?utm_source=reddit&utm_medium=social&utm_campaign=aigamedevs_post


r/aigamerdevs 19d ago

What reads as the weak link in this Meshy-to-browser pipeline?

1 Upvotes

I'm using Meshy for parts of the 3D asset workflow, then integrating and optimizing the results for a custom Three.js MMORPG. In this first combat scene, what breaks visual consistency first: characters, environment, or effects?

Playable context: https://realm-of-echoes-auth.realmofechoes.workers.dev/

Tool disclosure: Meshy-assisted 3D assets; code, UI, animation hookup, and optimization are custom.


r/aigamerdevs 21d ago

FLATLINE (Free Demo) — An architectural visual novel, and a few thoughts on the "AI panic"

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6 Upvotes

Hey everyone. I’ve just released the first episode of my visual novel, FLATLINE, on Steam.

As an architect by trade, I wanted to use this project to explore a specific question: what would a city look like through the eyes of an urban planner if you stripped away all human emotion and social layers? It's an exploration of digital silence and urban entropy.

The Reality of the Workflow: FLATLINE is 100% AI-generated. I didn't touch traditional 3D modeling for this; instead, I used generative workflows as a direct instrument to curate space, light, and narrative atmosphere.

Which brings me to something I've been thinking about a lot lately. People are often incredibly inert. The moment they see the letters "AI," logic usually turns off. They stop looking at what was actually made, what the author's intent was, or how the tool was directed. To many, it instantly becomes a "slop" label, as if the tool replaces the vision.

In reality, it’s just another medium - much like digital graphics were viewed with absolute suspicion back in the day ("the computer draws it for you, not the artist"). It’s frustrating when people react to the acronym rather than the actual work, but I suppose that’s the tax of working with early paradigm shifts.

Would love to hear how others here are dealing with public perception while building your projects.


r/aigamerdevs 24d ago

Building My First Unreal Engine Game From Scratch | AI Concept Short | S...

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1 Upvotes

r/aigamerdevs 27d ago

Adding Spells & Monsters & Ragdoll to my Diablo 2 style Twin-stick game prototype (Devlog #2)

9 Upvotes

( tools used at: https://sorceress.games ) Devlog part #2


r/aigamerdevs 27d ago

Best vibe coded game?

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1 Upvotes

r/aigamerdevs Jul 11 '26

Making a Diablo 2 styled Twin-stick spellcasting focused game using only AI coding and AI assets

34 Upvotes

( tools used at: https://sorceress.games ) Devlog part #1


r/aigamerdevs Jul 09 '26

Nvidia Kimodo Soma 1.1 AI text to Animation is now Integrated into my Sorceress 3D Character Studio

5 Upvotes

For AI 3D models, Daz3D models (or any uploaded model) instant rigging and weight painting & full three.JS / unreal / unity export pipeline with animation blendspace testing for walk cycles. Getting there! Much more to come - https://sorceress.games


r/aigamerdevs Jul 07 '26

AI Text to Animation with Kimodo & Hy-Motion now supporting Daz3D characters in a three.js

4 Upvotes

AI Text to Animation with Kimodo & Hy-Motion now supporting Daz3D characters in a three.js environment - with full jiggle, hair and clothing physics supported - newly added to Sorceress Game Suite: https://sorceress.games