Hey Iria, don't get discouraged or threatened by anti ai peoples :) did you try pygame with python, i use it a lot for prototyping and db provisioning, unit testing? C++ is always good for back-end stuff; and if you are a computational scientist with good practical application of statistics you can use that knowledge for optimization, of npc behavioral models, and many other things etc. I have very extensive AI workflows i think codex is a must, comfy for local models, ltx 2.3 workflows for movies, ace step 1.5 for music. When it comes down to ai coding in my opinion AI is still amiss, its to unreliable as a dependency, and it is also unreliable on large backend architecture with thousands of files, API calls etc. For assets i still spend hours, days trimming , cropping, redesigning in krita and blender. 3d AI models require retopology for most commercial ones which can burn days, even with blender mcp or blender codex still way to time consuming, unless i am doing something wrong lol. For AI movies and music need decent loras from hugging face and decent workflows and yet still need good seeds to generate content. Also AI is pretty poor for security and for niche tools that dont have a lot of available data in public access. So there you go , maybe some of this will be helpful )
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Thanks for the tips. I am using ClaudeCode exclusively for the coding in a neat way. I'm the architect with all the design choices, Fable is the foreman/civil engineer, and Opus/Sonnet are the contruction workers. It has been a good workflow so far and everything seems to work since after every few milestones, I do a play-test and report my findings (bugs, suggestions, ideas). Then I make a new batch of milestones based on the feedback and continue onwards. I do use my computational background to suggest certain algorithms or ways to implment ideas but often times Fable already knows of the method first and proposes it! I haven't encountered anything as of yet that wasn't solved with Fable and the other agents (maybe my prompting was careful enough). And I know the code works correctly because of my direct playtesting (I know exactly what certain effects should look like due to my physics background).
Since I'm committing to not using generative AI assets beyond simple shapes/textures/etc. the UI is minimalistic but functional and there is no sound implemented yet. While it is entirely written by AI (in typescript for playing in a browser), it runs quite well and can be adapted as needed (e.g. I added debug menus, unit parameter editors, runtime metrics, etc.).
My game is strictly 2D-only due to the computational complexity behind the game mechanic (which I'll share soon in a different post) and while C++ is an option for faster execution, this isn't needed anytime soon. But thanks for sharing your experience with AI tools.