Birdoggydog's Builds

Birdoggydog's Builds

My Journey in AI Assisted Game Development

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.