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Making games in Go: 3 months without LLMs vs. 3 days with LLMs

marianogappa.github.io

11–20 of 236 posts

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#11
post #5
post #3

Earlier quoted context omitted.

If they're like me, they finish something and then sit on it for a variety of anxiety inducing reasons. I've got a state chart library I'm sitting on that I'm quite hesitant to share...

Share it!

Yes, these LLM’s need feeding.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#13
post #12
post #9

The LLM started with a three month headstart, both in terms of code, using the previous game as a template, and more importantly, all of the learnings and mistakes you made in the hand-coded pass.

[flagged]

But they're right and you're not addressing anything

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#14
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

I'm not going to say this is all LLMs but Steam game releases have exploded.

https://steamdb.info/stats/releases/

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#16
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

The part of this that always confuses me is like nobody's aware gamejams exist, this has been a thing long before the LLM craze and people have been producing decent games on very limited timespans already, but people are forgetting how insanely high the bar is now, LLMs do not even remotely begin to fix the problem of your competition being incredibly stiff.

Just look at something like ludum dare and all the top entries (out of thousands of games submitted) are all usually quite polished given the timespan.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#17
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

As a Steam-based game developer, I am starting to use AI more and more in new projects for asset generation (images and text) as well as some help with code. Here are some of my ideas for why we haven't yet seen a huge increase in steam game releases due to AI:

1: Even with AI, it's a lot of work to make a full game. When most people think "I have a cool game idea", they're usually imagining something polished and non-trivial, possibly 3d. You could make a short text adventure in a few days with AI, or a very simplistic 2d game, but anything more ambitious (like 3d) is going to take a lot more effort.

2: Releasing on steam requires you to pay $100. I imagine this is a substantial deterrent for "3-day projects", unless you think it'll sell $100 worth.

3: There's more to game development than creating assets and writing code. The author of the article recreated an existing game, which sidesteps one of the most difficult parts of gamedev: design. Creating a compelling game is surprisingly difficult. Granted, you don't need a compelling game in order to release on steam, but I myself have made many prototypes over the years which I've abandoned because the idea just wasn't as interesting as I thought it would be.

4: I've made a few prototypes with AI assets, and one issue I frequently run into with image generation is: it still takes a fair amount of work to generate the same character in different poses, facial expressions, outfits, etc.

5: There is still considerable prejudice against using AI to make game assets. I think some people (myself included) are hesitant to release a game with lots of AI generated assets at the current moment, for fear of public backlash. Eventually that will calm down and it will become more socially acceptable to use AI to generate game assets.

I am bullish about AI improvement over the next decade, and I think we'll gradually see all of these issues resolve themselves as AI improves. But at the present moment, it's not quite as easy as the article makes it seem.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#18
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

I’m sorry but the difficult part of making games isn’t the coding, it is making something that is appealing and enjoyable to play. An LLM isn’t going to help with that at all. How is it going to know if something is fun? That’s the real work.

Also the idea that a dev who could making a game in 24 hour would create something professional and polished in 3 days is a joke. The answer to “where are all the games” is simple: LLMs don’t actually make a huge impact on making a real game.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#19

Earlier quoted context omitted.

LLMs can't help much with assets?

This. You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed. Code is not a hard part. Making mechanics fun and good assets is what is hard and takes forever. Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.

Why not just copy the mechanics of an existing fun game?

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#20
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

I'm not going to say this is all LLMs but Steam game releases have exploded. https://steamdb.info/stats/releases/

Still seems to be roughly following the pre-AI trajectory though.

Which is really easy to argue it's more down to Unity + successors making game dev accessible as it starts in 2015.

No huge spike since Claude code got released or anything like that.

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