Space ship combat is still far in the future but will be like FTL or Save Our Ship mod for Rimworld
nocoldiz
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It's not just look up just how a bird's immune system works: the game needs to model every imaginable system present on Earth, from tire tension of monster trucks to the effect of moon rays in the navigation of moths, based on moon position in the sky and lunar phases. The AI is making every possible submodel with a common schema defined so that it can interact with all compatible submodels by sharing data and state infos.
My job is to organize all this obscene mass of metadata into a coherent procedural world, and this can be done just by hand and by a human since the context how the whole code exceed what AI can store in memory withouth crapping herself: the clanker's job is to make in a hour a model that will take weeks of study and manual coding, and every bits of code written by AI is double checked and corrected by hand.
Just another example: in the multiverse view, when zooming out at the maximum level, i've added for some eye-candy some four-dimensional hypercubes mapped in 2D, i have absolutely no idea or time how to learn how to model four dimensional objects in javascript and i will never do in two lifetimes, but the AI wrote a method do draw a procedural xray tesseract in like 30 seconds.
It's more like a The Sims approach to sex so nothing graphic will be shown, just the raw cold stats about the intercourse in a very clinical way, it will made to also reflect the in-universe utilitarian approach to sex: over 2 billion people died during the Y2K event and the various superpower are desperate to repopulate Earth, so romance is basically extinct and probably the rarest treasure to find in the dungeon.
Procedural caves will be carved into the heightmap baseed on biomes, so more like how rimworld handles them. Structures like dungeon and cities will be placed according to the heightmap on different height levels, while handcrafted caves and dungeons will be accessed with a teleport in a separated map
I used AI for modeling and debug the most complex subsystems: for example i have no idea how a immune system of a bird works in detail but the AI does i can manage this on an high level by connecting the outputs and inputs of the various subsystems, i come from a 10+ year coding experience so i know what i'm doing ahaha is not just mindless vibe coding.
It's purely a time based problem: making all the complex and intricated economic, physics, chemical and biological simulations that use real world science will take me as a solo developer years of study and several university degrees, time i would rater spend making this game :D So on a high level scale i just need to know IF a subsystem works and provide the correct input and outputs to the rest of the simulation, the implementation details are not that important.
Game translation will be done manually in both english and italian and it uses a lot of slang, technobabble and neologisms that the AI just can't do, i don't plan to use it to translate it to other languages since i don't speak them and i can't verify if the translation is correct, but i leave them to any native speaker who want to translate it!
All the placeholder dataset of items and spells are being slowly implemented and rebalanced manually one by one, at the end of the two year developement cycle basically no AI generated data structure will go untouched.
Also no AI graphical or musical asset is or will be used, AI usage is limited just for code and DB and all the code will be made public on release if anybody want to reuse the subsystems.
The entire clip is sped up at same velocity to make it fit with the song segment ahah the entire system is smooth except for the zoomed out galaxy view: there it lags like hell especially when having in view multiple galaxy arms. To fix this i'm clustering multiple single stars together into a single glow when zooming out but requires manual calibration for different types and shapes of galaxies.


