This shows people are using AI to make games that they know hardly anyone will play.
Making things for the joy of making them is wonderful to see.
ehm except they're not doing anything really? the real joy was getting to know the processor, write down some assembly and see the result on an emulator, that was real joy, too easy writing a prompt that god know what it generates
You may or may not be right about whether prompting is creation, but it is certainly possible to feel joy without any act of creation being involved. So you need a different argument if you’d like to prove that “making Commodore games using prompting cannot lead to joy.”
yes and has nothing to do with prompting congratulations
People have always done this tbh, I've probably built like a dozen+ games at game jams that even I barely remember.
There was another thread yesterday about coding for the joy of it, I entirely support that too. I have written a few Dweets in my time, but the author of Littlejs is one of the masters of the form https://beta.dwitter.net/u/KilledByAPixel/top
I think this is a misinterpretation of this general dynamic.
Gamers are pretty critical of "art" made with AI assistance. That includes not just graphical art, but voice over work, animations, writing, etc. And most of that criticism surely comes from the fact that it's apparent and ruins the willing suspension of disbelief while gaming.
But I don't think most of these gamers care at all if the game's code was made with AI assistance. I don't think they care at all at that level, just like they don't care what language the code is written in, the frameworks and engines used for the game, or even things like the developer environment. I'm sure there are some diehard anti-AI folk who would disagree, but those people are more "anti-AI" than they are "pro-gamer".
I'll add that even on the art front it's really just a matter of survivorship bias. Gamers hate AI art because it looks bad, is clearly low-effort, or is even because its putting real artists. But we're well past the point of proper AI assistance in art looking bad, and the gamers who don't notice it will simply not care about it.
Would Duangle's tale for NOWHERE have made a diversion into making the programming language NONE if AI was involved?
Would Voxel Quest have been nearly as interesting if all the dev blogs were just "I asked claude to do X, Y, and Z"?
I don't doubt that most don't care, same with how most people fairly don't care about most things, but I do think those that like to immerse themselves in the whole journey as well as the result are probably not feeling great. At the very least, this one doesn't feel great.
Of course, even for those people, I doubt AI is, in itself, a turn off. You can use AI, even considerably, while still adding important creative elements to the process. Obviously something completely vibecoded and spit out in a cycle wouldn't qualify, but you can still do serious development on top of code that is being primarily written by AI.
Diversions are one of the most discouraged things ing game development. The most common advice to a starting developer is "Limit your scope" I think that advice might need some recalibration. If a developer has a neat idea for a thing, they might now be able to explore it and integrate it into a game over a few days instead of pausing the core game for several months so they develop an idea while their money runs out.
Since compilers were invented, 99% of "programmers" didn't need to write assembler anymore.
Since agentic harnesses were invented, 99% of "coders" won't need to write code anymore.
The current revolution of AI is not about writing code. It's about (re-)designing workflows so that they're reproducible and testable.
Shitty workflows always led to shitty outcomes, they're just way easier to spot now.
Not true and
> The current revolution of AI is not about writing code. It's about (re-)designing workflows so that they're reproducible and testable.
Not true, it's all about "accellerating"(towards what and why who god knows) the code generation.
The hardness/loop thins it's just yet another pattern invention to justify agentic coding. Btw many of us still hand code, not just reading it, for assuring and be actually accountable for what we release. And i believe so many still hand code it's they won't tell for convenience
Interestingly, a number of my non coder gamer friends are having a lot of fun lately making their own games using AI.