
Super Glop Arcade
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TRIGGER WARNING: AI content ahead! Not recommended for AI haters or the faint hearted!
In the super glop arcade, all game code is 100% AI generated, while the graphics are 100% hand drawn!
Controls:
- W,S,A,D - move player
- Cursors or L - shoot
This is an experiment to create games for which the code is 100% AI generated, while retaining control over the game mechanics as much as possible. I tried creating minigames with a variety of game mechanics, to see how far I can go with this method.
While it is possible to AI generate entire games with a single prompt, you lose control and precision over the result, especially when you want something more specific or complex, and the probability of AI generated bugs increases. I used my AI based software development method (based on the VSCode Webcogs plugin) to address this problem, which works by splitting software into components, each of which can then be AI generated separately. This way, AI can do what it's best at: small, well-defined problems, while the developer can remain being the architect of the end result. Also, it makes it possible to re-generate just the parts that do not work.
During this LD, I created a framework for AI based game development, based on two kinds of components: map generators and entities. A map generator defines where tiles and entities are placed, then you can generate behaviour for each entity type placed on the map separately. By adding common definitions for each type of component, you can create them with simple prompts.
Map generator prompt example:
*"Create a function that generates a cave with enemies and a player. Each tile is either: wall (&), empty (.), enemy (C), player (Q). Each empty tile should be reachable. The player should be placed in an empty space. The enemies should be placed along the cave walls."*
Entity prompt example:
*"Create a player that moves in all directions with the left stick, and shoots in all directions with the right stick. A bullet disappears when it hits a wall, and removes the wall tile. Player movement is inertial. Dies when it hits an enemy or a wall."*
In the super glop arcade, all game code is 100% AI generated, while the graphics are 100% hand drawn!
Controls:
- W,S,A,D - move player
- Cursors or L - shoot
This is an experiment to create games for which the code is 100% AI generated, while retaining control over the game mechanics as much as possible. I tried creating minigames with a variety of game mechanics, to see how far I can go with this method.
While it is possible to AI generate entire games with a single prompt, you lose control and precision over the result, especially when you want something more specific or complex, and the probability of AI generated bugs increases. I used my AI based software development method (based on the VSCode Webcogs plugin) to address this problem, which works by splitting software into components, each of which can then be AI generated separately. This way, AI can do what it's best at: small, well-defined problems, while the developer can remain being the architect of the end result. Also, it makes it possible to re-generate just the parts that do not work.
During this LD, I created a framework for AI based game development, based on two kinds of components: map generators and entities. A map generator defines where tiles and entities are placed, then you can generate behaviour for each entity type placed on the map separately. By adding common definitions for each type of component, you can create them with simple prompts.
Map generator prompt example:
*"Create a function that generates a cave with enemies and a player. Each tile is either: wall (&), empty (.), enemy (C), player (Q). Each empty tile should be reachable. The player should be placed in an empty space. The enemies should be placed along the cave walls."*
Entity prompt example:
*"Create a player that moves in all directions with the left stick, and shoots in all directions with the right stick. A bullet disappears when it hits a wall, and removes the wall tile. Player movement is inertial. Dies when it hits an enemy or a wall."*