
The Vibin Game Dev πΊπΈ creator of @koikoiengine
Joined January 2020
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I put myself in my game engine with a cool sneaking suit π
Did some refinements to my combat as well.
Things are getting better in my @KoiKoiEngine
#lowpoly #indiegame #gamedev
With all the Anti-Ai sentiment today, I thought it would be fun to show off a way I love to use it for my game engine - @KoiKoiEngine
If you arenβt interested in my process, itβs cool and below is in-engine gameplay of my multi-weapon artifact I made and the menu design along with my drawing of that system - I did these a couple years back.
My process -
The actual implementation of these took me a while to try out in both Unreal and Godot using traditional programming.
Designing this kind of system was an idea I had a couple of years back but it took a lot of iteration for my modeling, animations and design to translate properly. That part of game dev is fun for me. I love creating weird designs and pushing how odd things like this can work. Thatβs the art side of me, the design part of my brain working.
What I canβt stand tho is that no matter how much time I spent learning blueprints or gdscript, I could never really get my design of these systems to work properly or to translate them in my game prototypes properly.
This was my resistance, my impedance - programming.
Iβm not shy to admit that I use Ai, and how much I love it. I love it not only for the sake of expediency, but really for the sake of iteration. Getting the technical ability to get this running would have taken months and even then I would have to do what I hate to do as an artist - compromise.
There will always be that part in creative, but if my ambitions coupled with Ai can push that compromise ceiling higher and higher, all while I actually get to use my mind to create and design new and more advanced systems that would otherwise take any other indie dev team years to create, then Iβm very happy and thankful to use this new and dominating force in software and tech.
I use Ai, unashamed and now I vibe in game dev with no resistance and no impedance.
Just as it was always meant to be.
#gamedev #indiegame #lowpoly
The meltdown must be apocalyptic on blue sky lol
Big Walk getting fucking DQ'd from the Independent Games Festival awards for undisclosed AI usage was certainly not on my fucking bingo card but here we are I suppose
Readers added context they thought people might want to know
Big Walk was not DQ'd from the IGF; some jurors stated they would decline votes for any games using generative AI (incl. code). House House used LLMs sparingly only to debug 3rd-party code issues (<0.1% of code), which Steam policy exempts from disclosure.
bigwalk.game/faq/
aftermath.site/big-walk-ai-igβ¦
aftermath.site/igf-awards-202β¦
videogameschronicle.com/news/valve-hasβ¦
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You can make the games you want using Ai
This is the worst itβll ever be
Here is my game engine @KoiKoiEngine and my combat mechanics and new training level
You can make the games you want using AI.
This is the worst it'll ever be.
Here's the second iteration of Sumiro.
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Replying to @KoiKoiEngine
@KoiKoiEngine Update π
Combat Training + Jungle Gym
New level + Mechanics + Animations
#indiegame #gamedev #lowpoly
FPS Combat Added in my @KoiKoiEngine
See anything else? π
Can you guess what Claude and I are polishing in my @KoiKoiEngine ? π
While I do some polishing on more mechanics, hereβs me taking a little stroll in my @KoiKoiEngine
Added a little dodge and dive
Also, hereβs where I touch up dialogue and cut scenes. The theater will also get a full revamp later on, but the initial attempt has its charms.
Mind the ambiance and music, those will be revamped later, along with most of the audio.
That being said the player controller is really starting to take shape. Polishing it is fun and evolving it is even moreso. Iβll share more soon, but I thought sharing how the gunplay is coming along would be fun.
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Replying to @KoiKoiEngine
@KoiKoiEngine Update!
To better set up for my Clothing revamp for success, I've decided to prioritize creating my dream Player Character Controller.
All with the animations and mechanics I want standard for my games and engine. I'll add more unique ones as I go as it will be quite the feature set, but for now -
A new female focused stylized locomotion
Transitions animations + Turning
Crouch with sneaking
and a new jump - All with procedural facial animations to go with it (Contextual as well)
There will be loads more, but this is an excellent start. Mind the small visuals bugs, of which are already being fixed.
Also note my cool new video slate and frame rate counter, custom to my wonderful game engine.
Claude is such a joy to build with.
A peak of my working in my engine @KoiKoiEngine
Can you guess what we are debugging and optimizing?
















