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 β„–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"

 β„–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

 β„–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

 β„–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

 β„–29049[Quote]

>>29048
>Mapade
Map made from smaller maps

 β„–29050[Quote]

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it's too jeetpilled

 β„–29052[Quote]

>>29050
These two will die canonically in the prologue

 β„–29053[Quote]

This is just that scrapped HL3 concept valve was working on in 2014

 β„–29058[Quote]

GO FUCK YOURSELF AI FAGGOT LEARN TO CODE RETARD

 β„–29076[Quote]

>>29044 (OP)
stop being a fucking retard and just use an engine
coding your first game from scratch is extremely retarded, people that disagree have never developed a game (or coded at all)
coding is actually one of the most straightforward things in game development, designing a FUN game, planning and FINISHING a game project is 100x more complicated and you won't learn that by grinding C and polishing your shitty custom game engine you can use for exactly one (1) project

 β„–29078[Quote]

and don't use ai because debugging the game will be hell and can you then honestly say that (you) made your game in (you)r vision, or was it just ai that hallucinated it for you?



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