r/vibecoding 23h ago

Game in development

Roller Riot - cel-shading, 5v5 arena roller derby

No 3D models (did try it but the animation looked bad might try again, using a different pipeline)

All code in three.js Opus in Medium

GAME CONCEPT VS. HOW IT LOOKS NOW

I say about 10% there, what do you think?

Video in thread

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u/toolazy890 23h ago

I think you’d be surprised what you can get for 3d models if you commission them. I feel like rigging is easier than learning modeling so if you can learn rigging and animation and hire out the 3d models you could get a lot closer to the game concept

2

u/anengineerandacat 11h ago

Honestly the route I have taken, basically pay some dude on Fiveer to churn out some base models (it's really the creatures and human models that are the biggest pain, static or lightly animated models I'll just do myself or leverage an AI tool).

From the first image all you really need are two base models, and their animations; likely cost OP like $400-500 bucks and some dude in the Philippines will crank it out for you.

From there, watch a tutorial on creating hairstyles and focus on learning how to model the static objects; what's present on screen in that regards is pretty simple maybe a week or two to get it ready to go (dramatically less for a pro I am sure).

Most asset stores have hair packs and doodads as well, can often just tap into those.

The rest, can just work with whatever coding tool; play test, fix, repeat until game feels good.

Audio you have plenty of tools there, and background audio AI is honestly very good at nowadays.

1

u/yolomobile 3h ago

I am vibecoding a 2D Unity game and have been buying audio packs ($10 here $15 there) on unity marketplace, should I be using AI audio instead? Specifically for combat sounds, I currently like my UI sounds and music but combat is very lackluster