My latest game BossBattle[1] (html5, have a play) uses AI for graphics, some strobe effects, a C64 loading screen shader.
I have decided to lean in to it and I will document all the places I use AI in the game on my blog[2]. Not everything works, notably 3D assets[3] and sound effects.
There is a lot of human content… i paid for a lot out of my own pocket and have limited budget. It started in 2021 before chatgpt. LLMs cannot do everything and that’s not the purpose.
Generative AI makes me as an solo indie dev able to make the game. Without the AI the game wouldn’t exist
I don't think it's hate; the games market was oversaturated before AI, and it's even more saturated with it. Players have limited time and patience that usually doesn't work out in-favor of indies.
Making the game that OP made, a basic Simon-type color matching game, isn't that difficult. None of the vibe-coded games I've seen posted to HN would be difficult to make in any engine. If that or any other such game had been written by a human being and posted here it would be getting a similar reaction because none of them are any good on their own merits.
But because they're AI, and only because they're AI, people gas these things up regardless of quality, almost in spite of it. That's why people are mad. Not because they're "haters" but because people are flooding HN and the rest of the web with slop and insisting on being treated like masters of their craft.
And again, if a human had written this game in its entirety and posted it here, it would get flagged as spam, because it is first and foremost a bad game. Even as a "beta." And OP can't improve on it much because they're limited by whatever the AI happens to generate. Even just giving them encouragement is pointless.
"Games are impossible without AI" is a paltry excuse. My nephew, who isn't even in high school, is learning coding in school and is making games in Roblox. It's never been easier. If it's true that making a game in AI takes actual skill and work, as people claim, then making it in an engine is not at all beyond anyone's grasp.
If y'all want to shut up the "haters," make something with AI that's actually good, a game with a coherent visual look, well designed gameplay, an interesting concept, that's at least as good as a tutorial project for any existing game engine.
Terminals are text. Text adds features missing from gui namely:
* Ad Hoc
requirements change and terminal gives ultimate empty workbench flexibility. awesome for tasks you never new you had until that moment.
* Precision
run precisely what you want, when you want it. you are not constrained by gui UX limits.
* Pipeline
cat file.txt | perl/awk/sed/jq | tee output.result
* Equal Status
everything is text so you can combine clipboard, files, netcat output, curl output and then you can transform (above) and save. whatever you like in whatever form you like, named whatever you like.
Unix is not about a terminal, that the obsolete medium, kinda like preaching about DOS PC with 386's... and CGA video cards.
9front copes with actual text throwing the terminal as a different tool to run legacy stuff in such as SSH or some small ANSI C tools either with the APE compat layer or NPE binding ANSI C code to Plan9 native functins.
You can resize windows with shells under 9front freely, no more SIGWINCH. No more broken cuts and pastes while running a terminal multiplexer. No control code risks executing potential malware.
In 9front, a decades old fork of Plan9. It's basically more Unix than Unix itself, by expanding the 'everything it's a file motto' and now for real and leaving out useless VT220 emulators (and any TTY/serial emulating connections) for legacy stuff such as the 'vt' emulator itself running under a graphical window and, for instance, when running SSH against Unix machines sending you a PTY plus a shell.
Not sure “Digital Twin Universe” is required here. They seem rather to have rediscovered Simulators in Integration Tests from first principles? The DTU comes off as XML Databases or Information Superhighway.
Still… a really good application of agent hands-off replication.
Seems like creating a quality negative mould and then that single negative mould makes multiple positive objects en-masse.
fyi Affinity Photo has recolor and hue filters that will do just that.
I used it for my video game art.