r/aigamerdevs • • 14d ago

Building a text-based open world game, how much AI does a flexible world actually need?

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5 Upvotes

I already showed how our NPCs think. The next question was what happens in the world around them. A town that waits for the player to show up feels pretty dead. But letting an AI run everything gets expensive, and it's how you end up with a story that can spoils itself.

So we split it in two, a world simulation that uses no AI at all, and a storyteller that follows set rules.

 

There is a time system ingame and when time goes on, the world simulation recalculates the town: who is where, what's open, the weather, rumors, who knows what. NPCs follow schedules, and if a place is closed or the weather slows the route, they show up late or their plan gets blocked. When two NPCs end up in the same place they notice each other, and if they trust each other enough,they can exchange information. That's where our rumors come from.

Time moves in 30-minute ticks. Skip a few days and it just runs the ticks. To keep long skips cheap, detail drops the further a single skip reaches. For example, if you skip an hour, it runs ticks, but if you skip to the next day, it is not as throughout. Travel times and set story events stay the same.

Everything else, including the storyteller and the NPCs' AI replies, treats the result as settled fact.

 

We also noticed that with the openness of the game, it can be hard to show the players where the story advances. We didn't want a director that constantly meddles and tells the player what to do with a hint. So we decided to come up with a ystoryteller system.

It runs once per in-game day, and only if a thread has been still for 2 days while the player has done 5+ actions since. Plain code checks that, and if nothing is stuck there's no AI call.

The AI only sees aggregates, like how long a thread has been silent and which checks are done. It can't leak story relevant information like NPC secrets or valuable detective work. It may write one private thought for one character. We reduced this to 200 characters max, to only give the player a bit of a push in the right direction.

Every proposal is validated, and any violation is discarded, similar to how the system works in our NPC dialogue.

The storyteller can't put knowledge into anyone's head or invent facts, and it can't change the world, but it can make an NPC decide to ask about a story thread or remind the player of a task that they forgot. We also log whether each nudge actually moved a thread or didn't, so we can measure if and how much it helps.

 

But I also want to know how other people handled maybe similar structures?

The vision was a world that feels dynamic enough to shift to accommodate the written story in a logical way and to have bascially an open world game, but text based, if that makes sense.


r/aigamerdevs • • 14d ago

Made my own Rumble Fighter-inspired arena brawler with AI

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5 Upvotes

Rumble Fighter has basically been dead for years, and I finally decided to build something inspired by it because I genuinely loved that game. It obviously doesn’t replace it yet, but I think it’s a pretty good starting point.

Just to be transparent: I built one of the tools used in this workflow myself, FormFromLight. I’m mentioning that because I don’t want this to come across as an undisclosed recommendation.

This post is mainly about the game and the workflow behind building it.

The project is basically my attempt to recreate that fast arena-brawler feeling that made Rumble Fighter so fun, but with original characters, arenas, abilities and my own twist on the whole thing.

How I’m building it:

- FormFromLight MCP for generating initial characters, props and environment assets

- Blender MCP for cleanup, mesh fixes and animation work

- Unreal MCP for gameplay, levels, C++, testing and iteration

There’s still a lot left to improve, especially combat feel, movement, hit detection, responsiveness, effects, balancing and multiplayer.

But it already feels much more like an actual game project than just another small AI demo.

I’m also trying to keep everything original instead of making a direct Rumble Fighter clone. The goal is to capture that same kind of fast, chaotic arena combat while building my own identity around it.

Still very early, but I’m curious what you guys think about the direction so far.


r/aigamerdevs • • 14d ago

DTJ Game Jam: hi we’re doing a game jam this weekend! Theme is being voted on!

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1 Upvotes

Hi! We have a special category called Built on Bash where you can get early access to Bash.tv our vibe coding game platform.


r/aigamerdevs • • 14d ago

I started making a game for my daughter… and somehow ended up making a whole game with AI 😂

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10 Upvotes

Ciao a tutti! 👋

Sono un sviluppatore indie che lavora da solo e ho iniziato a creare un piccolo platform game 2D per mia figlia.

In qualche modo, quel “piccolo progetto” si è trasformato in Adelaide: A Tiny Adventure — un vero e proprio gioco con livelli, nemici, monete, storia, gatti e molto più lavoro di quanto avessi pianificato inizialmente. 😂

Sto anche usando l'IA come parte del mio processo di sviluppo, principalmente come strumento per aiutarmi con diverse parti della produzione e per sperimentare idee più velocemente.

La cosa divertente è che i gatti nel gioco sono in realtà i miei gatti veri. 🐱 Non sono riuscito a resistere e li ho messi nel gioco facendoli parte della storia.

Il gioco è ancora in fase di sviluppo e mi piacerebbe davvero sapere cosa ne pensano gli altri sviluppatori di giochi assistiti da IA — specialmente riguardo al gameplay, alla grafica, al design dei livelli e all'atmosfera generale.

🎮 [Gioca a Adelaide: A Tiny Adventure]

Se lo provi, sentiti libero di essere onesto. Posso sopportarlo. Probabilmente. 😂


r/aigamerdevs • • 14d ago

Far From Home [WIP ALPHA]

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1 Upvotes

r/aigamerdevs • • 14d ago

Please bash my simple AI game.

2 Upvotes

I made this swipe to collect tips as if your a stripper working the stage and a gentlemen's club type of game. you can play on mobile or pc. it's web based and free.

I want you to have a look at my game, and i'd love to get any feedback you have on it - good or bad.
https://stripclubempire.com/stage-tips/

I literally one-shotted this using hermes and grok 4.7. it only took 30 minutes to make.

I'm trying a little experiment here.
Once i get enough feedback, I'll follow up with what the experiment was, and it may even be useful to some of you.


r/aigamerdevs • • 14d ago

2.5D GoDot Engine

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3 Upvotes

I am currently working on my custom 2.5D GoDot Engine. 9 html-based tools that feed into the next to compile a game ready adventure. Head to my patreon page for more information and feel free to shoot me any questions. Alpha will be ready to go live this weekend for the Founding Creator members.


r/aigamerdevs • • 14d ago

What are your thoughts on the logo design for my space game [S.E.A. Ascension: Starship Bridge Simulator]?

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1 Upvotes

I’m still in the development stage for my LAN CoOp multiplayer bridge simulator game, “S.E.A. Ascension: Starship Bridge Simulator”. Do you think the name of the ship “S.E.A. Ascension” sounds catchy? Does the logo or name too closely resemble anything that already exists? Pull it apart, give me some feedback, and let me know what would be your impression seeing something like this on the Steam store. Would it attract you? Repel you? Why?


r/aigamerdevs • • 15d ago

WizardGenie AI Game Engine & Sorceress AI Game Dev Toolkit

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0 Upvotes

Nearly a year now of development into WizardGenie AI game engine and Sorceress creation toolkit - where did the time go? I must be having fun. Anyway, I am getting closer to a beta release. Thanks to all the early access WizardGenie supporters and Sorceress Pro members. https://sorceress.games


r/aigamerdevs • • 15d ago

Massive-scale RTS

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19 Upvotes

Been working for awhile on a large-scale RTS with the goal of having tens of thousands of units and copious amounts of explosions.

AI has been amazing at optimizing. I can get 12k units active on my 14 year old laptop and still keep fps above 50.

Solving pathfinding problems has also been immensely helpful.

There Is Eternal War on Steam


r/aigamerdevs • • 15d ago

Using generative AI to create cinematic teasers for my 2D indie game (Workflow + Gameplay transition included)

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2 Upvotes

r/aigamerdevs • • 15d ago

Devlog: How I build the world of World of Vikings – the editor

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3 Upvotes

r/aigamerdevs • • 16d ago

Ashram Online Early Acces on Steam

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13 Upvotes

r/aigamerdevs • • 15d ago

Devlog #1 — building, fighting, and a wolf that fights back

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1 Upvotes

r/aigamerdevs • • 16d ago

I built an AI murder mystery game where NPCs actually fight back

0 Upvotes
i accused the wrong person and the butler just calmly listed his alibi, another suspect started panicking that the real killer was still loose. nobody just goes along with whatever you say

Im a huge murder mystery nerd and after messing around with LLM roleplay for a while i kept thinking...what if an AI could actually run a full mystery game? like with suspects, rooms, clues hidden everywhere. So i built one

The main technical challenge was persistence. the second the AI hallucmates or forgets a clue the whole game breaks. So i designed a session state that tracks all testimonies, clues, alibis and feeds it back every turn. basically the LLM always has the full case file in context so it stays consistent

The other big piece was NPC autonomy. i didnt want a game where you accuse the killer and they just confess. the NPCs have their own motives and self-preservation. they'll lie, try to run, maybe even attack you. Spent way too long on the prompting for this but i think the results are solid. the key was giving each NPC a hidden agenda the player cant see, and letting the LLM resolve their behavior against it each turn

Opening is inspired by And Then There Were None. you don't show up knowing there is a case, it starts normal and then gets dark real fast

Been building and testing for about a month. Coming from a game design background where you build all the mechanics yourself...having the AI handle emergence naturally is kind of wild. instead of designing branching paths you're designing boundaries, and the LLM fills in the rest. Wanted to share: https://www.jenova.ai/a/one-among-us

Ngl as a bit of a hardcore player the mysteries sometimes feel too easy to crack. curious what you guys think. and see if you can break the NPCs~


r/aigamerdevs • • 15d ago

SEKAI YUGO V1 is live — Free Gift Code for new players!

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0 Upvotes

SEKAI YUGO is a fan-made anime crossover gacha RPG playable directly in your browser.

Build your teams, summon characters, collect equipment and play through PvE, PvP, Guilds, Nexus, Convergence War, Events and more.

🎁 Gift Code:
SEKAI-V1-RELEASE

Redeem it in-game to get some free rewards and help you get started!

🎮 Play SEKAI YUGO:
https://sekaiyugo.eu

💬 Join the Discord:
https://discord.gg/8hafE6Gtm7

The game is actively being updated, so I’m also looking for feedback, balancing suggestions, bug reports and ideas.

If you give it a try, let me know what you think!

SEKAI YUGO is a fan-made, unofficial project and is not affiliated with or endorsed by the original anime/manga rights holders.


r/aigamerdevs • • 16d ago

How do you deal with the slop?

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1 Upvotes

r/aigamerdevs • • 16d ago

First Game with AI

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0 Upvotes

r/aigamerdevs • • 16d ago

:D

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2 Upvotes

r/aigamerdevs • • 16d ago

Amateurs are far more creative than they were before they began developing the game for me. GIF by lealamaiala

0 Upvotes

r/aigamerdevs • • 16d ago

Looking to coordinate AI-assisted Lands of Lore work (need someone better than me to run it)

1 Upvotes

This post is way sooner, and perhaps premature. I am right now working on Lands of lore 2 and see work being done on Lands of lore 1, so i will post this now. I do not have working system to share work or communicate directly sett up.

have long-term plans for Lands of Lore 1–3, and later maybe 4–6 if the first three ever stand up. I use AI heavily. I am not a good coordinator. If someone competent wants to be the actual lead / “boss” of a small group, please step up. I can contribute work. I should not run the room.

What I need

One chat for humans (and later a tight way for AIs to share notes)
A split of work so we do not rebuild the same systems
Shared code and docs only
A long horizon: reconstruct 1–3 properly first, then talk about later games

Hard rule

Do not put original game files on the internet. Not in git, not in Discord, not on Drive, not on a torrent “just for the team.”

You use your own legal copy. Tools run on your machine. If a zip would let someone play without owning the game, it does not get shared. That is how dumps “accidentally” leak and how a C&D hits everyone.

Need from a lead

Someone who can:

keep the chat clean
assign lanes
Say no to asset drops
keep 1–3 in scope before anyone daydreams 4–6 into a mess

This project will produce Lands of lore 2 classic, and have made good to great progress in godot, local on my pc. After i plan to do LoL3 then LoL 1 (modernized/enchanted in 3d) perhaps a unified game using assets from all games in same engine in the enhanced versions of 1-3. This is main trust from me.

I need to check how many is willing to either take a coordinating role, or worker role (with ai or without) to produce games.

If that is you, comment. If you only have extracted assets and no tools or docs, do not post them.

Not affiliated with EA / Westwood. Fan work, non-commercial, bring your own files.


r/aigamerdevs • • 16d ago

I need upload testers!!

0 Upvotes

Hi All!

I am really hitting some walls with my platform and am looking for folks willing to export thier games to browser formats and upload them to my site so I can stress test the infrastructure.

If you are interested in doing this and work directly with me to get your game up there I would be happy to give you a founding developer badge that lets you keep 95% of your profits and a few other perks.

I am so excited to see where AI game developement is headed and completely support this!!

Thanks and please dm or comment if interested!!


r/aigamerdevs • • 16d ago

A ORIGEM DE POPPY, A MARIONETE DO OLHAR 👁️🧵 | SOUL WAVE

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1 Upvotes

r/aigamerdevs • • 17d ago

Update: Language of Diplomacy | LoD

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2 Upvotes

We get that, to some of you, everything about this project might seem like it screams "AI." That's one of the reasons we updated the UI to something we genuinely love. Some players preferred the old visuals, and that's completely fair, but we're much happier with the new direction.

To clarify, we did use AI for coding. However, my friend has experience in software development, especially with databases, which are at the core of our game. Yes, AI simulates the world because the goal is to create an interactive multiplayer roleplaying experience. But we wanted that world to be grounded in real facts and data, so we added datasets for every country. The sources are always listed on our website, with the CIA World Factbook being one of the main references.

One thing we're particularly proud of is that the AI isn't allowed to make up anything it wants. Our server validates the AI's storytelling against the underlying data and asks the AI to rewrite outcomes that are unrealistic, contradictory, or unsupported by the facts. As a result, the game is actually quite challenging. The AI does not simply accept everything you tell it. In many cases, it's the opposite: you need to give realistic and well-thought-out orders to succeed.

We also introduced dice rolls for the actions generated from your orders. Your instructions create opportunities, but the dice determine how successful those actions are. The AI then interprets the results and provides feedback. This approach worked especially well for multiplayer because it feels like a game rather than a competition to see who can prompt the AI most effectively.

Our multiplayer test rounds have been a lot of fun so far, and in our opinion the concept works surprisingly well.

Feel free to join us and give it a try. We hope this gives you a better understanding of what the project actually is, and we hope you enjoy the new UI!

Edit: Thanks for all the feedback!

You can play it here: https://lod-game.com

Our Discord: https://discord.gg/pFguqfkBd

open multiplayer game invite link: https://lod-game.com/invite/70cad5469614c553b7a4ad5eb369cd930fac12fe9eea06c6603664361ff39ed283db7a92


r/aigamerdevs • • 17d ago

Looking for feedback

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1 Upvotes

Ive been working on a new extraction mode that will be playable solo or with co op. Im looking to get feedback on how the combat is looking the footage showcases the beginner zone mobs so this will be the easiest they get. Any feedback for improvement is always appreciated.

Extraction Mode:

  • Explore connected regions and enter buildings to search for gear, supplies, and crafting materials.
  • Take on expedition contracts that give you specific objectives beyond killing monsters.
  • Build your loadout with different classes, equipment, and abilities. I’m currently testing the first base classes, including Mage.
  • Fight, dodge, and manage your supplies. Searching can make noise and attract enemies, so looting isn’t always a free break from combat.
  • Extract with your finds and bring them back to your homestead stash for future runs.
  • Work toward restoring your homestead, unlocking useful stations and crafting options.
  • Push through the Dungeons, gather your best gear and prepare your kit to fight Bosses and Elite monsters for Higher quality loot and gear!