Hacker News
Indie Game Development with AI
ajjenkins
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vintermann
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Filligree
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Heavy use of AI, of course. I’d never have gotten anywhere on my own; I’ve got my hands full just playtesting everything.
bemtevi
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Our society is moving towards a more one-dimensional conception of enjoyment, or in other words, "base fun". Not to say that simple fun is bad, but I think it would be a shame if life enjoyment were reduced to straightforward fun and nothing else.
ChrisRR
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jasomill
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Same goes for AI-generated environments that are no more compelling than assets produced with traditional procedural generation techniques.
With that said, in games as elsewhere, there's a huge difference between quickly thrown together AI slop and development processes where AI is judiciously used as a labor-saving device.
krapp
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Kim_Bruning
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So ...ok... there's a few fable 5.2 demos out there that do crazy things with even that.
But yeah... possibly we're more in agreement than not.
If you write hello world in python or slap some paint on a canvas or blow into a concert flute with no practice; it's painfully obvious that you're not done yet. You have a long way ahead of you to make something that looks or sounds like something.
In the case of LLMs and image generators, you often do immediately get something that looks like something. If you're a "majority of people" you'd be forgiven for thinking that you're done, and that that's all it can do.
But that's not true at all. If you're a "some people", you might just realize that You're not done yet . Not by a long shot. That's just a starting point. Bring in more tools. Work in layers. Write 10000 prompts on a single model and throw the results away, just to get a feel for the latent space. Do it again for 20 more models. Have an LLM do research into algorithms on the half that's less important to you. Have one dig up textbooks and papers on the half that's more important to you. Read them. Ask "Has anyone had this idea before?". Look up those artists and writers. Read their works. Be inspired. Now you might finally have a spec for your model that isn't just tropes. Get to work. Write your first 100000 words and put them aside. Now you might have enough skill to design a plot that holds together. Etc. etc.
And a 100 important things more that either I don't know or hasn't even been invented yet.
Work the problem step by step. ;-)
A new thing is: you can apply your artistic vision without needing a gigantic team to help you. That's very neat!
Of course I wonder, what if a large team did get together? How would they work? What could they build?
potsandpans
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x______________
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Find your audiences and cater to them, haters will always be around and will always hate as loudly as they can.
Who are they to judge the creation process of another person's desires without being involved in any sort of way other than being another human with an opinion on the process used?
The way we were vs who we are now. Be passionate! Offer fun games, entertain your audiences!
vintermann
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Use AI for the things that aren't art, but craft. And accept that no one will pay for the craft, so the more things you resign to be craft-not-art, the less reason there will be for anyone to play, let alone buy, your game.
free_bip
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vintermann
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"My plan for Spirit Call was a game like Genshin Impact (原神), with a new character every few weeks."
In other words, their plan was to get really rich with as little effort as possible, copying the essence of a highly profitable and exploitative gacha game.
Exploring new games or any media, to me, is all about avoiding the authors who have that as an objective. And right now, AI use for creative media (and even more AI praise in games, like this article) is a stronger warning sign than bargain bin asset packs.
But, I don't hate AI. It'd be hypocritical of me. I am still the person who got fascinated by the first blurry dogslug, and struggled to get Lua Torch running on my already then ancient GPU so I could play with the DCGAN code and make flowers from the Oxford dataset. Generative AI is damn amazing. It's people who would use it to get rich quick who suck.
pjmlp
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lofaszvanitt
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bemtevi
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We've created so many cool things in the past that there's plenty of things to enjoy now that weren't tainted with AI.
vconnor
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There is in the indie scene a large group of people and studios that refuse to adopt it, and proudly advertise this fact. In fact it might turn out to be the very thing that separates ‘indie’ from everything else. And as a player of indie games, I actively steer away from games who have been created through AI assistance, as far as it is possible to tell.
lofaszvanitt
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bemtevi
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account42
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aa-jv
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If your workflow sucks, your product sucks - and users can sense this from a distance, AI or no-AI.
There will come a point soon where you won't be able to spot the AI in the workflow. This is already happening all over many other industries - some of which, do have proper, robust software development workflows in place as an entrenched standard.
Game guys will catch up.
albertnez
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sandromaglione
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It's only a matter for them to embrace AI as well, learn to use it as a tool (and not a replacement), and then indie devs will thrive above the slop.
turpentine
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You won't know what you're missing or what lessons you would be learning. Sure, you're going "fast", and you'll ship something, but it doesn't look like meaningful engagement with the craft or an audience if a developer didn't execute on it themselves.
I also read peoples posts about spending tens of thousands of dollars on local hardware that they could have hired an indie developer to work with, or throwing untold sums at online LLMs that also equate to a year or more of paid development time without LLM use.
On style: the rationalization of LLM use reads like it was written by a LLM, which is kinda offputting but it also smells like highly agreeable output.
shannongreen
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And the author admits they also completely lifted the art style off a tweet.
So I'm not sure where they exercised the 'taste' they mention so many times in the article.
scuttlebutt98
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I mean code, reports and other stuff, those have utility outside of the creation process itself (although the creation process still has value) but the whole point of media is human sharing.
x______________
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Being human as a perk: it lets everyone think and do as they please.
People let you think as you please, let them do as they please.
Why are you(or anyone) so gung-ho on restricting someone else's access to creating a game when you are not involved in their personal lives whatsoever?