r/aigamedev 21h ago

Questions & Help Just added crowd sim to my destruction game prototype, is this too evil?

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173 Upvotes

I've been building a destruction game and just wired in a proper crowd simulation. Watching hundreds of little humans scatter as things collapse around them.

What's in it so far:

  • Full destruction physics (buildings, debris, collision)
  • Crowd sim running efficiently, hundreds of NPCs reacting to the chaos in real-time
  • All wired together in a single canvas, code, assets, and physics logic in one workspace

The whole game was created on Taluna.ai using Fable 5 model. What's missing tho?


r/aigamedev 18h ago

Commercial Self Promotion Solo dev, used Claude Code + AI-generated art for anomaly overlays become night guard sim

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29 Upvotes

been building this alone for like couple months wanted to share here since the ai part of my workflow.

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=aigamedev_post


r/aigamedev 7h ago

Demo | Project | Workflow got online multiplayer working in my weird cat game!!

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23 Upvotes

Made this weird little cat fighting game over the weekend and now it's kinda an obsession? But made two big updates in the patch just now. Name change! Cat Game 6 is now

And got online multiplayer WORKING. As some of you know that can be tricky! I learned alot too while working with opus on netcode and latency and host 'owning' certain aspects of the game. The back and forth with making the friend codes shorter (originally, they were like a paragraph or two of letters and numbers ha.

So yeah, this little project is something I might update more and package up for Steam.

Right now, you can play it itch.io


r/aigamedev 14h ago

Commercial Self Promotion My first game based in the celtic iron age

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18 Upvotes

Hello all ! Ive been developing my game for the past 9 months. Started with a programmer 2 or so years ago but decided to vibecode it after we had some disagreements. Needless to say its been working so far. 200 soldiers working in unreal. And sandbox similiar to total war.

Started coding this with claude , then switched to gemini , now im back to claude code. Its incredible how the tools have improved so much that before I was getting a lot of compile errors ik the beginning. Now it almost never throws an error. I feel so blessed as a non coder having the ability to mess around d with game design and mechanics. To even be able to develop a game and not break my brain completely to learn c++ from the ground up is a god send. Anyways id love for pro ai folks to check out my project. Im hoping I can show those that doubt a different perspective. Ai used as a tool in the hands of indies is not scary or villainous. Its the opportunity of a lifetime!

Wishlist and sing up for playtest this week !

https://store.steampowered.com/app/4881080/Koryos__Sons_Of_Mars/


r/aigamedev 11h ago

Demo | Project | Workflow Co-op Roguelike with Skill Trees, Procedural dungeons & Epic loot

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18 Upvotes

Showing my latest co-op roguelike build that includes 6 different procedural map biomes and dungeons, skill tree with different character paths that goes to level 20, a transparent diablo-style overlay map and some pretty neat fighting!

Video shows me playing the game w my friend

This was the 3 first prompts:

1.⁠ ⁠Core game

Build a Path of Exile-style action RPG where I fight large enemy packs using powerful abilities, level up my skills, and explore procedurally generated dungeons with unlimited rooms.

2.⁠ ⁠Loot and inventory

Add gear drops, weapon pickups, an inventory system with stat upgrades, and a Path of Exile-style map overlay opened with Tab. Give the top-down dungeon more visual depth and atmosphere.

3.⁠ ⁠Expanded dungeon progression

Procedural dungeon maps: code-authored floors and walls, varied environments as players descend, treasure chests, more weapons, new enemy types and larger packs, plus a skill tree for unlocking and upgrading abilities.


r/aigamedev 2h ago

Demo | Project | Workflow Level Editor progress + Baked lightmaps for my custom AI-assisted game engine

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18 Upvotes

I've got a "Face Carve" tool, which allows me to make doorways in seconds, and with clean edge loop topology. The overall UX has also been massively improved. Yes, I'm using Quake textures for testing, lol.


r/aigamedev 2h ago

Demo | Project | Workflow AI-modernized MUD, Darkwind!

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11 Upvotes

Not sure how many of you have heard of a MUD, but MUDs are just text-based MMOs that started over 30 years ago!

My MUD, Darkwind, started as a traditional MUD back in 1992, but I never really stopped building it.

Today it’s still a text-based multiplayer RPG, but the systems underneath it have evolved far beyond what most people probably picture when they hear “MUD.”

Here, I have 30+ years worth of lovingly hand-written text of room descriptions, items, weapons, armor, monsters, bosses... so much cool stuff, and I use AI to generate the images of those things! It's been incredible to see this world come to life!

It has persistent characters and housing, extensive crafting and professions, custom combat systems, evolving fantasy and cyberpunk progression, dynamic world mechanics, large explorable regions, and regular content releases.

Some recent additions include:

  • Forestry and finite harvestable timber resources
  • Carpentry, furniture, construction materials, and housing upgrades
  • Three independent moons with persistent real-time cycles
  • Moongates affected by moonlight and rare eclipse conditions
  • A cybernetic Cortex progression system with firmware abilities, heat management, targeting, and combat resources
  • Persistent homesteads and player-built progression
  • Reworked dungeon crafting with deterministic rewards and pity protection

All of these mature, deep game mechanics running in a modern web client, accessible commands and interfaces, active development, frequent releases, and a small but dedicated community. We currently reach around 20 players online at peak and roughly 40 regularly active players.

I'm attaching a few screenshots so you can see what I'm talking about!

That’s enough to make the world feel alive, but I’d love to grow it further.

I'd love your feedback! Thoughts, ideas, and of course I'd love for you to come explore it.

Darkwind: https://play.darkwind.ai


r/aigamedev 14h ago

Demo | Project | Workflow Runecraft- A Minecraft Themed RuneScape with a endless worlds

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9 Upvotes

r/aigamedev 11h ago

Demo | Project | Workflow I made my first browser .io game with the help of AI! Includes multiplayer and client-side prediction

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8 Upvotes

Just wanted to share this simple top down naval arcade game made with just Codex in the last 2 weeks! AI has made the development of a browser multiplayer game a lot easier than I imagined. PixiJS is used for rendering, and Colyseus for the multiplayer. ChatGPT was used to generate simple sprites. If you’ve played any niche .io games in the past, you might see the type of game I’m going for.

https://destroyers.io/

Gameplay:

Earn points by sinking enemy ships, then enter a port to upgrade through a tech tree of 20+ unique vessels, each featuring its own weapons, strengths, and playstyle.

Dodge torpedoes and evade gunfire in these all-out ship brawls!

Controls and movement might be a bit hard to get used to, and I'm still working on visual and gameplay tweaks.

It would be cool to have a bit of feedback regarding gameplay. The game might still be laggy due to only having one server region, so I'd like to know how it feels too. Thanks!


r/aigamedev 8h ago

Tools or Resource Best Free Image-to-3D Gaussian Splat Generator Is Fully Open Source

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8 Upvotes

r/aigamedev 11h ago

Tools or Resource Saw Meshy T2 just launched low-poly mesh generation. compared the same assets to Tripo Smart Mesh P1.0.

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6 Upvotes

For some time now, I have been using Tripo AI Smart Mesh P 1.0. To see how they differed, I ran the same input through both.

Setup: Same input images, tested at 5K, 10K, 15K and 20K faces.

Findings:

Meshy T2 (on the left of the pic above): Excellent outcomes at 5K faces, however over 10K, edge flow significantly deteriorates. Small accessories, fingers, and weapon pieces are examples of fine details that are lost or cause mesh defects. For 5K faces, it took roughly 45 seconds.

Tripo Smart Mesh P1.0 (on the right of the pic above): Consistent quality over the whole spectrum. At greater face counts, there is no abrupt decline. For 5K faces, it took roughly 5 seconds.

the difference in speed changes my testing process. An added feature for hero assets is the ability to test 20K face variants without changing tools.

Happy to share more comparison shots if anyone is interested. Anyone else tried both? Want to hear other thoughts.


r/aigamedev 12h ago

Tools or Resource Free Glb monster for vibe game

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7 Upvotes

I made a small pack of free CC0 characters and cleaned them into a Three.js / AI-agent-friendly GLB format.

https://ariescar.itch.io/gobkit-free-minions

Or you can call them in your CLI agent, e.g., grab monsters from gobkit.com/freebies and wire up their animation clips. The free manifest makes that one step.


r/aigamedev 23h ago

Media Deskfell - AI generated MMO inspired by UO - development update

7 Upvotes

Building an AI pipeline for an entire MMO world: terrain, climate, ecology, characters, animation, vegetation, props, and validated runtime art

Duskfell is an open world sandbox MMO where I'm building the entire content pipeline with generative AI: huge procedural worlds, characters, animation, vegetation, props, and illustrated terrain.

The world already models elevation, rivers, lakes, climate, humidity, fog potential, snow, soil, biomes, ecology, resources, settlements, trails, and day/night lighting. Seasonal climate baselines are implemented; dynamic seasons, weather fronts, storms, growth, harvesting, and long-term decay are planned.

My goal is a living world where weather and seasons reshape ecology and gameplay, while AI-generated art remains bound to deterministic, server-authoritative geography.

The game will have a real economy that has web3 backing (opt-in) and NPC's will be powered by small LLM with long term memories.

Im using kimodo to make the player animations now and it's awesome. I will share a playable demo in a few days.

I'd also love to collaborate or even kick around the idea of starting an AI game development studio. hmu


r/aigamedev 4h ago

Demo | Project | Workflow Nuns with Guns Update

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6 Upvotes

Hi all

I posted here awhile back about the game I was developing with AI called Nuns with Guns a bullet heaven where you must protect a church from the demons of hell.

While each nun has a different gun and you can swap between nuns, you also have special abilities called prayers where you can resurrect the dead to help you fight, get a momentary Sanctuary from the horde (as seen in image 3), call for a holy water flood from the baptismal font and more.

https://store.steampowered.com/app/4841200/Nuns_With_Guns/

My own thoughts and the general consensus here was that the assets were poor and a bit too ai looking. I've struggled since then to come up with better 2d assets that give off a more 3d effect and were more readable in general so a few weeks ago I decided to switch it up and try the game in 3d. The screenshots are below and its very early days but I'm liking the directions it's headed in so just wanted some feedback. I've mainly been focusing on the in game visuals and gameplay so the upgrade screen, HUD and such are just placeholders.

I don't currently have a video of the game play but it's playing pretty well except the game can be laggy at very high numbers of demons on screen, and the crawling demons animations as only their back legs move which looks quite funny. The steam page hasnt even been updated yet but I will look to do it over the weekend.

For anyone interested in my workflow it's just been a mixture of myself (very basic knowledge) and codex for the coding, assets were made with meshy or just shapes and textures. The game is in three.js.

Looking forward to your thoughts


r/aigamedev 13h ago

Demo | Project | Workflow Project I made in a couple of days for Focaccai AI Browser Game Jam

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7 Upvotes

Not the biggest fan of horror games, but decided to give one a go due to the theme of the jam "familiar". All of the assets are made in code by GPT 5.4 using Three geometry.

It's an observation horror game, players need to find the anomaly in each stage, photograph it and make sure to follow the rules to survive.

In case you want to give it a go, here's the link unFamiliar by ResenhaDoBar

EDIT: forgot to mention all the sounds, voices, etc are also made by AI, as well as the code.


r/aigamedev 15h ago

Questions & Help Best LLM to be a brainstorming partner?

5 Upvotes

Wondering what people's experience are that have tried different LLMs to be their game design brainstorming partner? Which one is the most creative and actually contributes ideas and pushes back on things that you propose that might not work, etc? Thanks!


r/aigamedev 18h ago

Discussion Integrated UI

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5 Upvotes

First look at my integrated UI for my Angband inspired roguelike. Attempting a more cohesive and familiar UI vs classic windows style. Thoughts?


r/aigamedev 10h ago

Discussion How to keep pace with testing?

3 Upvotes

Hello,

I am a long time video game player (Mostly 2004 era MMOs), dropped out of video game programming in college 20 years ago after discovering that the coding aspect was too difficult for me, but I've found that with the new tools available I can create the projects I envisioned in the early 2000s.

My question: How do you keep pace with testing the game vs adding new features in long time scale game?

As in, I can create so much content so quickly for my game, but I can't test it nearly fast enough. I've written simulation scripts, but not actually visually seen the end game personally (my AI agent tells me it's great though! haha).

For reference, my game is designed to take just a couple of hours to get through the tutorial, but the mid game takes weeks, and the end game is designed to take months (originally I wanted to go with 6 months, but the AI agent suggested 4 months as a better timeline for my game with a modern audience - it's not 2004 anymore lol.) It's a game that can be run in a browser and it's currently single player, but will eventually be an MMO.

Should I rely on simulations alone and just pray they match up to reality?

Should I add ways to jump to middle/endgame so I can actually play the game myself and not rely on potential hallucinations based on AI reading the code alone?

When is the right time to bring in human testers for a long scale game?

Thank you! - Arno


r/aigamedev 16h ago

Tools or Resource makehuman in blender for human models and mixamo make decent animated people

3 Upvotes

Claude or other any can run this through bender it creates a doll like nude model, then it did a decent jobs of creating clothes and using the cloth simulation in blender to put them on, then wiht mixamo rigging and animations was a lot easier. Fable and opus have the same problems with wrists, it likes to have really bent writes but over all looks pretty good. I still have to try hair and other things https://static.makehumancommunity.org/mpfb/faq/differences_between_mpfb2_and_makehuman.html


r/aigamedev 7h ago

Commercial Self Promotion Star World Phone Game

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3 Upvotes

r/aigamedev 9h ago

Research AI Driven Game Development with Bevy

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2 Upvotes

r/aigamedev 14h ago

Discussion Did someone already managed to do polished graphics with AI?

3 Upvotes

Hi,

I worked for a few months already on a pokemon-like autobattler, which is shaping nicely - the worst part though is that the graphics are still very rough. I recently stumbled upon a game with a very similar concept, but much more polished graphics.

I don't want my game to look exactly like this one (which does copy quite a bit the Teamfight Tactics graphic chart itself), and I am not an artist myself, but I was wondering: do you think this type of quality (or close to it) is reachable with the current maturity of AI tools? What would the dev flow look like? The game would be 2D btw, no 3D.

What I did so far (a few months ago, maybe it is better those days) when I iterated on the graphics was: nano banana for initial art --> veo to get a animation --> extract frames and create a spritesheet. So I have kind of okay animation, but the rest (background image / map, attack animation / effects, etc.) is very barebone, and I am wondering how I should approach it.

For instance, for background map, should i try to design 1 by 1 individual elements, then compose the overall background with those elements? Should I just try to have a single image with everything in it?

For attack effects, it also feels very hard to get a good result: telling the AI something like "trigger an animation when the character is doing a sword attack, so that it displays a sword slash effect" is not leading to good results: the effect is ugly, not oriented properly, not anchored in the right place, etc., and it just feels very tedious to do this without a proper game engine (my game is a pure react app). Also very hard to get a proper spritesheet for the effect with my above approach, because Veo was often getting it wrong and doing random video from the base image.


r/aigamedev 14h ago

Questions & Help Anytime I add assets FPS drops drastically.

2 Upvotes

I use Kitbash for assets (game-ready assets), and I really struggle with FPS drops once there are a few assets in the game.

I prompt to add a loading screen in the start, which helps a bit, and I prompt to strip the assets for collision, make a lighter version in blender, and to bake the assets + occlusion. I feel like I use all the tricks in the book, but still the FPS can drop to below 20.

What other tricks do you guys use?

Edit: I'm using Godot


r/aigamedev 15h ago

Discussion Feedback on my AI-assisted Slavic mythology roguelike visuals

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2 Upvotes

I've been working on a roguelike dice-building game inspired by Slavic mythology.

What do you think of the overall look based on this screenshot? Does the art style feel cohesive? Is there anything that stands out as needing improvement?


r/aigamedev 18h ago

Media I made it to where the speeder bike can crash, have to drive more safely also driving to fast you’ll run into toxic spores and that’s no good 💀 🍄

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2 Upvotes

Claude/lovable build