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Comment by dyauspitr

2 days ago

It’s beautiful. I wonder how much an LLM was involved if at all.

I’m wondering the same thing. I’ve been thinking about getting into solo LLM game dev. I don’t know the first thing about it

  • You’re all set!

    • A pattern I’ve found useful in other settings is starting with code for an existing “game” that sort of resembles what you want to make and then modifying components until you have a whole new game but it shares similar infrastructure to the original. So you benefit from the existing system and avoid a lot of problems.

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  • I'd be happy to help you! I'm working on a game myself.

    My first piece of advice is: Pick one mechanic or idea, and ship it all the way to a player (a friend) to see if it's legible or fun.

    • Thanks for the offer! Unfortunately I don’t have the time right now, but I am going over some ideas at a high level.

      Are you building a single player or multiplayer game?

If the Touhou games or Cave Story were released today, all of Hackernews would be like "dude, I wonder what their LLM workflow is like!" Japanese solo hikikomori devs have been putting out insane stuff since long before LLMs emerged.

  • "Please respond to the strongest plausible interpretation of what someone says, not a weaker one that's easier to criticize. Assume good faith."

    "Don't be snarky."

    "Please don't sneer, including at the rest of the community." It's reliably a marker of bad comments and worse threads.

    https://news.ycombinator.com/newsguidelines.html

  • Not really, those games are very simple code wise. A high schooler could do it (source me).

    You could make a bullet hell game engine as a project in an intro CS course.

    The hard part is the content in the game, and ZUN was already a composer. That just leaves the code which is easy, and the bullet patterns, which ZUN clearly improved at through his earlier games. (and the art, which is famously bad though endearing)

    • The other comment said that obviously no solo dev do everything by himself. They must have asset maker or song maker who do all things mostly uncredited. But, here we are, of course there are true solo devs!

    • > Not really, those games are very simple code wise. A high schooler could do it (source me).

      That very much depends on how much they did themselves. If they used unity, and went very light on the simulation, sure.

      > You could make a bullet hell game engine as a project in an intro CS course.

      No you couldn’t. Well you could but it wouldn’t be appropriate for actual beginners unless you stripped it down so much that calling it an engine was meaningless.

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    • By modern standards, yes, writing a bullet hell shooter game is not hard.

      But ZUN started on the PC-98.

      To put that platform in a western context, imagine if IBM had gone with planar graphics for VGA. Or an Amiga with no coprocessors, sprites, or scrolling[0]. You have a lot of pixels to fill and no help to do it with. It can't even run DooM[1]. Most other developers threw their hands up and shipped RPGs, erotic visual novels, or porn. Getting a fast action game running on PC-98 is a genuine accomplishment.

      [0] I am aware that I just described a compact Macintosh.

      [1] https://www.youtube.com/watch?v=Fj0-KvV0SC0

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