Birdoggydog's Builds
My Journey in AI Assisted Game Development
Rebuilding the island at 10 km and fixing its waterfalls
Waterfalls stopped being stripes, the Tower got wide enough to hold a dungeon, and every file of the project moved under one folder.
Generating an island procedurally in Python for Godot
Blobber gets a world generator, six candidate islands and a snapshot key for filing water bugs. Also twenty orcs from one model, and a river built inside out.
Modeling and rigging an orc in Blender with Python scripts
Four rounds of criticism on arms, feet and hands, a walk into the game backwards, and an idle animation that changed who got hit in a fight.
Running agents overnight to land nine branches in Godot
Nine branches landed in Blobber, among them turn-based mode and steadier tests. A usage limit cost four hours while I slept.
Auditing a day of agent work and building tooling from it
I had an agent count where the first day of Blobber went. 61 thrown-away test scripts later, there is one run script, kept tests, and a film per feature.
Building a first-person RPG prototype in Godot with agents
One message and no code at 8:36 pm. By 11:16 pm, 17 commits: a setting, stats that step up at breakpoints, free-aim combat and the first subagents.