Great and honest take by Mark.
I use AI to make games simply because I wanted to bring my game ideas to life without having to bother anyone or rely on anyone else. Period.
And on top of that, the whole process is so fun.
I use AI to make games simply because I wanted to bring my game ideas to life without having to bother anyone or rely on anyone else. Period.
And on top of that, the whole process is so fun.
My most honest and real thoughts on AI in games. Not defending sides. Just me talking about why I use AI.
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Made some more progress on this game. Thought it would be fun to be able to "possess" the enemy when you break the enemy's poise during combat.
Built on @kaigen3d engine.
Built on @kaigen3d engine.
Made a small combat prototype and it's starting to feel fun!
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I played this mmo that’s built by @JungleSilicon in 2 days, it’s a pretty insane experience. There’s so much potential here.
ok so... there was a 2 day hackathon at work last week...
i built an infinite, 3D, ai native mmo called nocturne... it's set in the world of inkwell.
the server capacity is... pretty good..? i tested it with 1000 connections in the cloud.
it's written in a programming language it uses polygons & gaussian splat *frostings* for the graphics.
it has an adaptive music system that changes intensity and mood based on the gameplay.
the combat is kind of realtime dnd-like?
all of the npcs are powered by llms, you can talk to them, trade, fight them... they remember you..?
they have little neural nets inside them and they optimise for survival and happiness.
there's *trillions* of combinations of characters... *hundreds of millions* of spell combinations.
all of the creatures have a genome, they reproduce and have mutations creating new creature types...
you can catch them like in pokemon... there's semantic crafting and alchemy... you can be turned into a vampire and burn in the sunlight..?
there's a day & night cycle... seasons... fires spread, rain puts them out, ice freezes over lakes...
you can become a werewolf and infect others? or a weredragon? even a wererat.
you can ride on goats, sheep, horses, eagles and dragons...
aliens can abduct you or the farm animals...
and when you do... you can discover and explore their home planets with different physics.
there's giant colossal beasts to fight, demigods with trials that give you world changing powers...
you can get portals in a bag that take you to home's you can customise like in tiny glade...
oh and there's an api... so people can connect their local agents to it and build their own worlds...
rift's open up and invasions happen. villages learn traditions and will fear you if you treat them badly...
there's open pvp everywhere and you drop all of your gear if you die.
if you try to do pvp in the main cities, then mages will spawn in and try to kill you.
oh... there's also semantic scrying.. you can get any item and cast a spell and it opens a portal to the closest thing that is semantically similar... got a bone? maybe it'll take you to a graveyard... a log? a forest, etc.
i feel like i haven't even *scratched the surface* with how deep this game is, but this post is pretty long... so... *dream bigger*.
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We are entering a golden age of gaming experiences and anyone with a creative imagination can make one.
The bottleneck in AI game development isn't the models anymore. It's my own creativity.
AI has allowed me to approach genres that historically required a lot of prior knowledge and experience, and it teaches me along the way. E.g. I'm building a heavily physics-based game (excavator simulator) and a music experience.
I learn in real time while pulling off work that used to take specialized teams months. The impossible is now within reach :-)
All this makes it an insane time for juniors breaking in. You can rapidly build real experience without being encumbered by the knowledge of what used to be impossible. AI is so new and changing so fast that there’s no large body of entrenched experience to overcome. The way we prompt today is already very different from a year ago.
What it takes is an open mind, curiosity, and grit!
And a lot of the seasoned veterans I’m talking to are having the time of their lives. They can finally apply their experience to pure creative direction and let the AI execute.
Wild time to be making games... and to be alive in general.
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Wow this actually looks really good. It's like cuphead but much creepier.
After months of work, I’m excited to share The Last Reel, my horror game set in Japan and inspired by the black-and-white rubber-hose cartoons of the 1930s.
Behind the playful animation are unsettling places to explore, puzzles to unravel, monsters to escape, and chases that e to think.
Seeing it all come together in this trailer means a lot. I’d love to hear what you think. 🖤
Horror fans and content creators: interested in playing early? DM me about early access.
🎮 Wishlist The Last Reel on Steam! (link in comment below)
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Gunfrog is a bullet-time shooter mini-game where you play as a gunslinging frog with a grappling tongue!
This project is mostly an experiment for me to try out @gdechichi's new Kaigen3D engine, and so far I'm pretty impressed! Here's my thoughts after playing around with it:
- view and compile.
- Performance has been great in my tests so far.
- The default character and environment presets look great out of the box! This means a lot IMO.
- I noticed that all the frontier models seem to be really good at working with it, maybe because the engine runs on C and AI frontier models are great at C.
- I bought some assets for this game and was pleasantly surprised by how easy it was to wire everything up.
- The game isn't optimised for mobile yet, so it's best played on desktop for now with mouse and keyboard
- The enemies actually try to take cover and wait for opportunities to attack you. It's not the smartest enemy AI, but pretty decent!
Overall, I've had a lot of fun experimenting with the engine and making this little game.
You can play Gunfrog on Wavedash here (PC desktop only for now):
wavedash.com/games/gunfrog
See you on the leaderboard!
This project is mostly an experiment for me to try out @gdechichi's new Kaigen3D engine, and so far I'm pretty impressed! Here's my thoughts after playing around with it:
- view and compile.
- Performance has been great in my tests so far.
- The default character and environment presets look great out of the box! This means a lot IMO.
- I noticed that all the frontier models seem to be really good at working with it, maybe because the engine runs on C and AI frontier models are great at C.
- I bought some assets for this game and was pleasantly surprised by how easy it was to wire everything up.
- The game isn't optimised for mobile yet, so it's best played on desktop for now with mouse and keyboard
- The enemies actually try to take cover and wait for opportunities to attack you. It's not the smartest enemy AI, but pretty decent!
Overall, I've had a lot of fun experimenting with the engine and making this little game.
You can play Gunfrog on Wavedash here (PC desktop only for now):
wavedash.com/games/gunfrog
See you on the leaderboard!
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Get gud at games = Get good at everything in life
Digital Optimus looks really promising.
Digital Optimus looks really promising.
@teslayodang interesting progress here.
Digital Optimus can play about halfway through the Diablo campaign so far just by looking at the screen like a human.
Skill at Counter-Strike and other fast games is good too.
League is also in training.
Goal is to generalize across all games.
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I gave Sonnet 5.5 full artistic control for this game and told it to create an atmospheric action/puzzle RPG across 5 biomes, 5 guardian boss fights and it delivered, with some handholding from me.
Understory is entirely drawn with code and made in a couple days.
I am still t how much "taste" the new Sonnet and Opus 5.5 has.
The ending is really poignant. Highly recommend spending the 20-30mins to get to the ending if you have the time.
The game is built on ThreeJS with procedural 2D art made by code.
You can play Understory here (Desktop Browsers for best experience):
wavedash.com/games/understo…
Understory is entirely drawn with code and made in a couple days.
I am still t how much "taste" the new Sonnet and Opus 5.5 has.
The ending is really poignant. Highly recommend spending the 20-30mins to get to the ending if you have the time.
The game is built on ThreeJS with procedural 2D art made by code.
You can play Understory here (Desktop Browsers for best experience):
wavedash.com/games/understo…
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Now you can explore your very own treehouse in first person view and enjoy the sunset!
This is a feature request @CGedtech, who shared Treetop Tales with his students and their top request was this feature.
Check out Treetop Tales:
wavedash.com/games/treetop-…
This is a feature request @CGedtech, who shared Treetop Tales with his students and their top request was this feature.
Check out Treetop Tales:
wavedash.com/games/treetop-…
I have just launched Treetop Tales on Wavedash!
If you're like me and have always wanted to own a treehouse, you'll probably like this cosy sandbox game where you can build the treehouse of your dreams.
Play now (works on mobile, recommended on desktop)
wavedash.com/games/treetop-…
one thing to do: place a block. Rope bridges, slides and rocket ships appear on their own
- 119 secrets to find, from pirate ships to paddling pools with rubber ducks
- Watch the sun go down over your treehouse, with lanterns, fireflies and an aurora
- Free in your browser, on desktop and phone. No timers, no goals
If you've built a treehouse, pls share them in the comments! would love to see it.
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I've been making a chill parcel delivery game where you drive through a rainy Hong kong-inspired city with different districts, highways and alleys.
Each parcel has a small, funny or poignant story tied to it and ocassionally you get to play mini-games like mahjong match-3, claw se a chopstick to catch flies.
Made mainly with Sonnet 5.5 on ThreeJS. I think it turned out pretty ok!
Each parcel has a small, funny or poignant story tied to it and ocassionally you get to play mini-games like mahjong match-3, claw se a chopstick to catch flies.
Made mainly with Sonnet 5.5 on ThreeJS. I think it turned out pretty ok!
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The game is still WIP but you can play it here if you want to check it out. It's only available for desktop browsers:
wavedash.com/games/night-co…
wavedash.com/games/night-co…
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I have just launched Treetop Tales on Wavedash!
If you're like me and have always wanted to own a treehouse, you'll probably like this cosy sandbox game where you can build the treehouse of your dreams.
Play now (works on mobile, recommended on desktop)
wavedash.com/games/treetop-…
one thing to do: place a block. Rope bridges, slides and rocket ships appear on their own
- 119 secrets to find, from pirate ships to paddling pools with rubber ducks
- Watch the sun go down over your treehouse, with lanterns, fireflies and an aurora
- Free in your browser, on desktop and phone. No timers, no goals
If you've built a treehouse, pls share them in the comments! would love to see it.
If you're like me and have always wanted to own a treehouse, you'll probably like this cosy sandbox game where you can build the treehouse of your dreams.
Play now (works on mobile, recommended on desktop)
wavedash.com/games/treetop-…
one thing to do: place a block. Rope bridges, slides and rocket ships appear on their own
- 119 secrets to find, from pirate ships to paddling pools with rubber ducks
- Watch the sun go down over your treehouse, with lanterns, fireflies and an aurora
- Free in your browser, on desktop and phone. No timers, no goals
If you've built a treehouse, pls share them in the comments! would love to see it.
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This game is built on ThreeJS with Opus 5.5 (and Sonnet 5.5) and the entire game is only 2.98mb in size! All 3D models are generated in code.
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