Warlocks Maze is finally on Steam!
You can try the demo RIGHT NOW! πͺ
Follow me and/or Teutonic Games for more information as we keep working on the game.
Enter The Maze!
Lead a band of heroes into the Warlocks shifting labyrinth in this brutal turn-based dungeon crawler. Outsmart deadly foes, conquer traps, and adapt to ever-changing challenges. Will you emerge victorious or be lost to the maze forever?
@insanedopedevil If they had learned to animate themselves they would probably need to have a real job as well and it would have taken them like 5 years to make this.
I don't really have time to draw that much these days but I keep grinding on stuff for Warlocks Maze.
Honestly I'm mostly experimenting with generating consistent art for personal world building stuff as a hobby. But this, this isn't AI, nor will there be any AI slop in Warlocks Maze.
I used AI a bit to debugg my code for making tooltips follow the mouse pointer, but I think that's about it for the entire game (coder wasn't around to help me). π
Yeah, you can absolutely produce a demo in 24h, but doing a full game, with some quality and identitiy is still a 6-12 month project, just higher quality and maybe 1/4th of the time.
I look forward to the Epic AI jam, I suspect a bunch of AI bros are going to be blown out. And then some indie devs that decide to give it a shot expecting to just prompt and get done will be blown out. And then you're going to have a few teams of indie devs that are AI bros come in with fully developed tooling and workflows and send everyone in to a frenzied cope-filled panic attack with what they produce in just a few days.
You don't, give it 1-2 more years and it will be literally everybody tho and not just indie devs.
You could attemt to go all in on AI assisted development in every aspect but you're going to have a 3-6 month ramp up time while setting up skills, tooling and workflows. So then you will maybe be ahead for like another 6-12 months, but after that whatever edge you had on agentic game dev will be gone.
Enjoy.
@Giulio6686 I'd rather not as voice acting is fun and there are pleanty of people that will do it on a small indie friendly budget. But, for game developed AI-first I'm not sure I could convince any of them to do it even if I pay. π€
I probably wouldn't even ask.
Some people*
That's the thing. I come from a generation that had terabytes of pirated music and movies on harddrives. The vast majority of normies barely know that AI exists, never mind what it can do, how it works or how it was trained. Even fewer can tell AI content from human made content.
Online bubbles and all that.
And yes people that cared had massive ethical issues with using assets, like at all, it was dirt, cheating, lazy and deceptive. That attitude only shifted like.. I wanne say 5-6 years ago when Unreal Engine started to get peopular and assets became common practice.
@Phantom_TheGame@JNavok Like it got so bad that Unity would literally sell you the ability to remove the unity logo from the games boot screen. We would literally pay to not show players what engine we used just so that the game could be judged on its own merit.
@Phantom_TheGame@JNavok I hoestly think most don't, do you remember the reaction to games made in Unity 10-15 years ago? Even tho there where a few bangers the Unity logo became associated with low effort and low quality slop and asset flips, and anyone using it had a massive uphill battle.
@Lockie_Glizzy I don't think they do, you will have a few thousand very vocal people on X and Reddit that also review bomb on Steam but that's out of.. What? 120 million? It just seems massive because it's literally thousands of people.
@CodeRed_dev Bro I'm not even sharing anything about the AI game I'm making on the side as an experiment. And it doesn't look like social media really drives sales anyway.
@TimSweeneyEpic@kiaran_ritchie@SheriefFYI If I publish my or my studios games on EGS what kind of discoverability are you offering me?
Do I get access to the same type of backend services as Steam is offering?