Overall it went pretty smoothly, in particular the asset creation part was very fun and interesting. I intend to keep working on the game to add more content.
It's hard to say what we'll be able to build in the next few years as it will mostly depend on the progress of the AI models, but the current capabilities already offer a ton of creative potential!
I know AI art asset generation is currently a big taboo in gaming, with a lot of players refusing to buy games that use it. At the same time this opens up so many possibilities that one can only hope the general public will become more tolerant to it with time.
Thanks to @levelsio for the VibeJam initiative which will certainly help speed up the process!
A few days late, a thread on my submission for the VibeJam hackathon organized by @levelsio:
"Van Gogh's Starry Nightmare", a short FPS-Adventure game with a spooky twist on the painter's iconic style.
The goal was to try to showcase what is possible to do by using existing 3D GenAI models, in particular the 3DGS (Gaussian Splat) world generation by @theworldlabs. I also used @MeshyAI, @threejs and @sparkjsdev.
Overall, I was impressed by the existing tools capabilities. Although it takes some efforts to get something playable, we can already create very interesting things with the existing models.
I think we're not too far from a solo dev being able to build an entire Skyrim-style RPG in a few days/weeks, just by prompting and directing a bunch of agents to generate assets and gameplay. All the pieces are coming together!
More details on the process🧵👇
Some miscellaneous on the game code:
-The most challenging part: the game is made by stitching the different rooms and worlds with painting-like portals. This allows us to avoid initial download time by progressively streaming the game assets - in particular the world splats - in the background while playing, but increases architectural complexity (and therefore the potential for bugs) by a lot. The portal rendering also took some time to get right.
-To fit the game's theme I initially went for an actual paint gun mechanic, using the splat painting example from @sparkjsdev and UV texture painting for the monsters. After an entire day I managed to get it working, but I couldn't get it to run at a decent enough frame rate so I had to scratch it from the final version 😭
In today’s update:
- Object import and rendering, with support for placing objects within the splat scene
- NPC AI implementation using NavGraph-based navigation
- First-person combat system (shooter)
- Fully featured dialogue and quest system, including a node-based editor for dialogue trees and quest design
More features coming soon, along with an important announcement, stay tuned!
🚀 New update in our world builder:
-Marble API v1.1 now enabled, allowing much higher quality world generation
-first-person controller with physics, camera bob, sound effects
-fully working portal rendering system!
👉 Portals are created automatically when linking two worlds in the world graph
A lot more coming this week, stay tuned!