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 â„–29044[Quote]

I want to make a roguelite story-based looter-shooter with left4dead-like levels - each one is divided into segments (but they will be kinda different each time you play).
>My question
How good is Claude at making a videogame long-term? I don't plan on just putting in 1 prompt, but I want to make sure Claude can put up with a longer project with more complex requests, not just "make a movement script"

 â„–29045[Quote]

>>29044 (OP)
claude will be able to write the game just fine, aldoe it may be slop if you don’t have any experience with gamedev or prompting.

your biggest issue will be the visuals/assets which claude won’t be good at creating

 â„–29046[Quote]

>>29045
I'm learning C# specifically to controll AI code better. As for visuals, I want simpler graphics optimisable for i5 2.00 ghz and around 8 gigs of RAM - I'm pretty sure there should be some lower-quality free asses to use up as placeholders. When gameplay starts to add up, maybe I'll find some enthusiastic designers

 â„–29048[Quote]

>>29045
Also, my main concerns are enemy AI and level generation
>AI
Since it's an FPS, I'd like enemy soldiers to be smart and tough enough to be a challenge without resorting to Takov-tier niggerAI that just lasers you
>Level generation
My level idea is that I'll create a collection of nodes for each level and every time you start the level, it chooses a set number of nodes from the collection and assembles them together - do it's not a true roguelikeslop with random shit scattered around, but rather a big mapade from small maps

 â„–29049[Quote]

>>29048
>Mapade
Map made from smaller maps

 â„–29050[Quote]

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it's too jeetpilled



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