What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention…
Making games in Go: 3 months without LLMs vs. 3 days with LLMs
221–230 of 236 posts
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#222I have done a decent amount of hobby game dev including completing several games. The comments here i think show a strong lack of real game dev knowledge. Coding is a hard part of game dev. Coming up with interesting novel mechanics or plays on known genres is rather easy but bringing them to life is hard esp the code. Multiplayer vampire survivors but with giant battletech mech customization. See, very easy. Good lu…
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#223I have done a decent amount of hobby game dev including completing several games. The comments here i think show a strong lack of real game dev knowledge. Coding is a hard part of game dev. Coming up with interesting novel mechanics or plays on known genres is rather easy but bringing them to life is hard esp the code. Multiplayer vampire survivors but with giant battletech mech customization. See, very easy. Good lu…
> Coding is a hard part of game dev. Coming up with interesting novel mechanics or plays on known genres is rather easy but bringing them to life is hard esp the code. Multiplayer vampire survivors but with giant battletech mech customization. I disagree. Sure, it's hard, but it's much harder to come up with novel and fun gameplay ideas. Once you have the fun idea, it's just a matter of splitting the problem in bite-…
I'm going to give an analogy to fiction writing. You ever notice how seemingly everyone has an idea for a story, but shockingly few of them ever execute on their ideas? Why is that?
Well, it's because the ideation stage is the easiest fucking part of writing a book! Sitting down to turn that idea into reality is a process that takes months/years. It requires a lot of concentrated effort, and a willingness to deal with the fact that your writing skills (probably) suck.
It's the same with video games. Probably more so, because the medium is much less restrictive than fiction writing.
Also, quick tangent on the topic of "novel" gameplay ideas--if you listen to successful creatives, some common advice they give is that focusing on being original is a noob trap. Ideas are cheap in the arts, and most things have already been done. It's the execution that matters, which ties back in to my point above.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#224Earlier quoted context omitted.
Ive never once successfully gotten a usable sprite sheet out of ChatGPT. The concept seems foreign to it and no matter how hard I try to steer it it’ll find a way to do something hopeless (inconsistent frame sizes; incoherent animations; no sense of consistent pixel sizes or what distinguishes (say) 8-bit from 16-bit era sprites; it’ll draw graph paper in the background for some reason; etc etc.). If anyone has a set…
Have you tried drawing?
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#225Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#226Earlier quoted context omitted.
> have never worked on games and it will take me quite a while (even months) to write a "basic" game. You're contradicting yourself. I promise it wouldn't take you months, unless you're just a really bad developer.
What is the contradiction? I am guessing it will take me a non-significant effort to learn game mechanics and code them etc.
It's not that difficult to get a base level game up and running; ESPECIALLY with modern tooling.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#227Earlier quoted context omitted.
I mean it's a simple fact that the baseline for creating a game, roughly using the average developer experience/capability, is not months. Making a _good_ game might take months, it often takes years. And that's the part AI is not going to be able to help you with.
Maybe you are a games developer and are overlooking the fact that people have to first learn the basic apis/models/etc. of graphical systems, engines, etc. before using them. Not sure how you are saying that it wouldn't take a few weeks to code even a simple production game like chess or more complicated but still simple Jump king etc. Just think of the speciality in which you aren't an expert, javascript/storage/net…
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#228Earlier quoted context omitted.
Many people do and then sell nothing
Wargroove copied almost everything from advance wars and put it in a fantasy setting, yet it sold much more than most indie games. Copying most values and mechanics from another game wont make a massive hit but it doesn't sell nothing, people who like the mechanics a lot will buy it to play with them some more in a new game.
But if you mean copying an already successful PC game with AI Slop assets and putting absolutely no thought into what makes the game good, then you probably should work in a field you actually care about instead
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#229I eventually left Go and went to Rust for better WASM support... seems to get me a lot further!
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#230Earlier quoted context omitted.
The problem with tests for games is that a lot of game code is in constant flux. A test suite introduces a not insignificant amount of rigidity to your codebase. Pivot a few concepts and you have dozens of tests to fix - or just invalidate entirely. Very basic stuff that won't ever change can be tested - like whether the renderer is working properly - but that's never where the difficulty in game dev lies and its the…
> The problem with tests for games is that a lot of game code is in constant flux. A test suite introduces a not insignificant amount of rigidity to your codebase. Pivot a few concepts and you have dozens of tests to fix - or just invalidate entirely. Sounds very much like the description of a big ball of mud. An interesting gamedev video I saw recently basically boiled down to: "Build systems, not games." It was aim…
I mean, yeah, kinda.
For any given object in the game world, it's funnest for that object to be able to interact with as many other objects as possible in as many ways as possible. A game object's handles for interaction need to be globally available and can't impose many invariants—especially if you don't want level designers to have to be constantly re-architecting the engine code to punch new holes for themselves in the API. Thus, a lot of the logic in a given level tends to live inside the callback hooks of level objects, and tends to depend on the state of the rest of the level for correctness.
Modularity is a property of high cohesion and low coupling, which are themselves only possible when you can pin down your design and hide information behind abstraction boundaries. But games are a flexible and dynamic enough field that engines have to basically let designers do whatever they want, whenever they want in order for the engine to be able to build arbitrary games. So game design is naturally a highly-coupled, incohesive problem space that is poorly suited to unit testing.