β5 readsβMIT License
Using LLM's for game design and coding without the skills
Table of contents
Asteroids - a space shooter game created with AI assistance
This game was my third project featuring Claude 3.5 Sonnet creating the bulk of the code. Current features
- Newtonian physics
- Splitting asteroids
- Additional UFO, Comet and Magnetic Mine enemy types
- Unique Boss fights every 5 levels
- 20 levels total of increasing difficulty
- Powerups collected from destroyed asteroids
- All in-game graphics are generated with python/pygame vector drawing capabilities. The uses zero assets (graphics or sfx).
- Quite awful beep boop sfx which can luckily be turned off (there's no sound in space after all...)
- But there is a simple music composer tool which enables creation of melodies to use in-game. πΆ
- Cheats to enable easy testing (you need to read the source to learn them!)
Play the game on Windows
https://github.com/jussinrepo/asteroids/blob/main/builds/Asteroids-v1.4.exe
Access the full source code via Github
https://github.com/jussinrepo/asteroids
The project - coding without skill and depending on AI
- Spent about 4 weeks for now, around 0-2 hours per day, total estimate around 40 hours
- Tools used: Claude 3.5 Sonnet (coding, debugging code and idea pitching), Sublime Text 3 (first) and Visual Studio Code (later), PowerPoint (graphic design), python and pygame libraries
- Cost: $0, since you can use all the tools (Claude included!) for free
- Workflow: prompt, implement, test, ask for fixes, iterate, sleep π
- Learned a lot about Python (previously coded with it over 15 years ago, so started with no knowledge)
Game development with AI - pros and cons
- You can really start without knowledge, Claude 3.5 Sonnet produces quality code
- ...but you need to be interested in learning the code, otherwise it'll hit a wall soon
- Claude can refactor old scripts simply by drag-n-dropping a py file
- ...but you will soon hit the limit of it's context window
- Claude's Artefacts is REALLY cool feature
- ...but it consumes valuable context window, so turned it off midway of project
- Splitting the code to several smaller files is necessary (to make code fit into the context window)
- ...but Claude can help you with that, when asked
In short, the context window length is the most limiting and slowing down aspect of gamedev with Claude. Overcoming that is a pain.
Few examples of prompting with Claude
Models
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Datasets
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