AI Game Dev Tip: Make a custom web based editor tool that talks to your engine. What you are looking at here is the Social Media tab from our Reaper GP tool. We record game footage every week, give AI the parameters and let it cut us a formatted set of posts that are on a schedule. One button press a day and we get back to ACTUAL game dev.
If you're developing games with AI pipelines, own it.
This is a major movement, and it's going to raise the quality of what we ship. Hiding or downplaying AI use doesn't help the industry move forward. People like @TimSweeney and others are already leading the charge. Our part is to make genuinely excellent games and prove that AI, used as a tool inside a well-orchestrated pipeline, produces better results.
When Henry Ford introduced the automobile, plenty of people preferred their horse and buggy. The resistance fades once the better product is obvious.
This isn't one-prompt slop. It's serious game development with a solid AI pipeline behind it.
My take on using AI in game dev:
We treat AI the way earlier generations treated better engines and better editors: as leverage. It takes the repetitive, mechanical work off our plates so we can put more of our time into the things players actually feel, like handling, readability, balance, and polish. We can also design large scope projects on a small team budget!
What it's NOT: a way to generate a game from a prompt. We don't make those games, and we don't really want to play them either.
Hey everyone - today we announced our new 4-player Fantasy CCG Valesong - you can find out more here at https://t.co/SrsWkVISIt - We made the game nearly entirely with AI - We posted making of videos on the website if you're interested in learning more about how we did that.
No plugin. Nine points are scattered over the hull's surface, each one placed as far as possible from all the others, so the pieces come out roughly even in size rather than one big piece and eight slivers.
Every face on the hull is handed to whichever of those nine points is nearest.
Each group becomes its own object, is cleaned up, and is given thickness so it reads as solid from either side.
Each piece's pivot is moved to its own centre, so it tumbles about itself rather than swinging around where the ship's origin used to be.