4 ms·
It’s beautiful. I wonder how much an LLM was involved if at all.
by dyauspitr 4mo ago
It’s beautiful. I wonder how much an LLM was involved if at all.
- therobots927 4mo agoI’m wondering the same thing. I’ve been thinking about getting into solo LLM game dev. I don’t know the first thing about it
- blipvert 4mo agoYou’re all set!
- therobots927 4mo agoA pattern I’ve found useful in other settings is starting with code for an existing “game” that sort of resembles what you want to make and then modifying components until you have a whole new game but it shares similar infrastructure to the original. So you benefit from the existing system and avoid a lot of problems.
- LollipopYakuza 4mo agoWhat would be your added value?
- therobots927 4mo agoThe ideas and aesthetics
- shermantanktop 4mo agoThat's the part that is visible to everyone else, so that's the part that an LLM can see. That means someone else can clone your ideas and aesthetics. The ol' double-edged sword.
- therobots927 4mo agoIt only works when starting with open source to show to LLM. To monetize my modification, I would not make mine open source. If the licensing allows for it I’m fine.
- thesuitonym 4mo agoIf the LLM does the work, why should someone pay you when they could use their own tokens?
- deleted 4mo ago[deleted]
- esseph 4mo agoEverything. The story, how the game works, the art assets, voice lines, music, etc. Programming is like 10% of a game. The world building and UX is the juice. Anybody can make Lord of the Rings, but there's only one.
- n64controller 4mo agoAbsolute nonsense. There is no cookie-cutter formula for game development, despite what the idea guys think. Mario 64 was literally just Mario in a single small room until the last six months of development. They focused purely on the actual game - the mechanics, physics, movesets, items, and enemies - inside that tiny room until it felt perfect. Then, in one final push, they quickly slapped together all the levels and the storyline at the very end. We are very quickly going to see the reality: games are made by programmers. Everyone else who has spent decades comfortably riding on the programmers backs is being replaced by AI. This includes the artists, the junior programmers, the testers, all of them. The future isn't bloated teams, it's going to be just one lone genius (or a small group of programming geniuses banding together) and his magnum opus across the board.
- esseph 4mo agoMost of my favorite games don't have physics engines, and many are story sequels. One of my favorites is the modern Equivalent to Myst. Good luck with your idea tho I vouched for you
- LollipopYakuza 3mo agoThis is wrong on many aspects and is disrepectful towards all the indispensables professions involved in the making of a game.
- markdown 4mo agoStep 1: acquire land for datacenter.
- Schiendelman 4mo agoI'd be happy to help you! I'm working on a game myself. My first piece of advice is: Pick one mechanic or idea, and ship it all the way to a player (a friend) to see if it's legible or fun.
- therobots927 4mo agoThanks for the offer! Unfortunately I don’t have the time right now, but I am going over some ideas at a high level. Are you building a single player or multiplayer game?
- Schiendelman 3mo agoMultiplayer, collaborative! Here's a Testflight if you're interested: https://reverdure.yourstrategy.co https://reverdure.yourstrategy.co
- marginalia_nu 4mo ago[flagged]
- LollipopYakuza 4mo agoI wish this was true. That AI slop couldn't reach prod and polute our virtual stores and assets marketplaces.
- dyauspitr 4mo agoPretty much nothing has shipped without LLM involvement over the last 6-12 months
- bitwize 4mo agoIf the Touhou games or Cave Story were released today, all of Hackernews would be like "dude, I wonder what their LLM workflow is like!" Japanese solo hikikomori devs have been putting out insane stuff since long before LLMs emerged.
- Ferret7446 4mo agoNot really, those games are very simple code wise. A high schooler could do it (source me). You could make a bullet hell game engine as a project in an intro CS course. The hard part is the content in the game, and ZUN was already a composer. That just leaves the code which is easy, and the bullet patterns, which ZUN clearly improved at through his earlier games. (and the art, which is famously bad though endearing)
- sarchertech 4mo ago> Not really, those games are very simple code wise. A high schooler could do it (source me). That very much depends on how much they did themselves. If they used unity, and went very light on the simulation, sure. > You could make a bullet hell game engine as a project in an intro CS course. No you couldn’t. Well you could but it wouldn’t be appropriate for actual beginners unless you stripped it down so much that calling it an engine was meaningless.
- nomel 4mo ago> No you couldn’t. Well you could but it wouldn’t be appropriate for actual beginners unless you stripped it down so much that calling it an engine was meaningless. You definitely can. One of the assignments in the CS intro course I took was a bullet hell game. "calling it an engine was meaningless" is an opinion that requires ignoring the fundamentals of what a game engine is.
- sarchertech 4mo agoA game engine is a framework that allows you to create games. Assuming you don’t have tons of content (and I’m sure you didn’t in an intro CS class), building a game is an easier task than building a game engine. Let me ask you this. What were the parameters of your assignment? What libraries were you allowed to use.