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Building Game Prototypes with LÖVE

healeycodes.com

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Re: Building Game Prototypes with LÖVE

#3
I love LÖVE for prototyping, and am about to ship an extremely small game with it. Love.js works great to make a web build too; I host mine on the GitHub pages site for the repo. This is excellent for getting playtest help too even if you don't wanna ship it that way.

Over Thanksgiving break I decided to see how far I could get an LLM to do all the work (using cursor) and I picked LÖVE as a minimalist all-code framework. I put the game design and descriptions of UI and every screen in my .cursorrules file, so they are included in every prompt, and for a long while mostly told cursor in composer mode to do whatever the next thing it suggested was. I chose the smallest possible full game design I could and managed to just barely get there, although there were some brick walls where I had to help the LLM, but I got fairly far without writing or reading any code.

Reviewing what went wrong, the biggest problem is the LLM code started pretty good but just got worse and worse over time, especially as soon as it couldn't fit everything in its context.

ANYWAY, I was intending to suggest choosing the smallest possible game design you can if you wanna ship something.

I'm ready to ship my tiny project and it's amazing just how much work it is to ship a thing even after you've got all the functionality done.

Re: Building Game Prototypes with LÖVE

#5
Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL to reduce the amount and size of assets:

https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated...

The OP mentions hot reloading and there are a couple of repos that may help with that:

https://github.com/clofresh/love-module

https://github.com/usysrc/LICK

Their card game prototype is really impressive for three hours' work!

Re: Building Game Prototypes with LÖVE

#6

To the OP, try DragonRuby for your next game if you miss hot reloading but like the scripting, code-first nature of LÖVE. It’s also cross-platform. Not sponsored, just a big fan and it scratches many of the same itches as you described with LÖVE.

Love 2d can be quickly extended with hot reloading. See https://github.com/rxi/lurker

Re: Building Game Prototypes with LÖVE

#7
Coincidentally, I’ve been building a chess-inspired game prototype with LÖVE for a few days recently, but switched to Godot this week. Love and lua are lovely, but Godot makes so many things trivial, it’s hard to argue against the pace of development I was able to achieve.

Re: Building Game Prototypes with LÖVE

#9
The article gives a sketch of three games the author built.

It sounds like the velocity was provided by consulting LLMs.

It’s fun.

I wonder if the creative feeling is an illusion, though. Does the fact that the LLM doesn’t feel like it is directly copying work it has ingested make the experience feel different than just ripping off a project you find on GitHub?

Anyway, I would be very interested in a write up that gives more details: how long did the author feel like they were “on the path” that LLM knows from existing code, vs how does it handle being “off the path”.

Re: Building Game Prototypes with LÖVE

#10

Balatro was made with LÖVE, and a lot of it like the background and score flames were made with GLSL to reduce the amount and size of assets: https://www.reddit.com/r/PixelArt/comments/143ybxa/pixelated... The OP mentions hot reloading and there are a couple of repos that may help with that: https://github.com/clofresh/love-module https://github.com/usysrc/LICK Their card game prototype is really impressive for three…

Balatro recently published a mobile version of their game, but I was under the impression Love2D only supported desktop platforms. Has that changed?
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