"You know, you should also build me a FPS. Insanely detailed quality pls, something that looks visually like it can keep up with AAA. Make it small in scope (like a tiny level) but otherwise impressive photorealistic graphics"
According to https://x.com/felixrieseberg/status/2119927483994907024
edit to downvoters : Link in the post is not one shot anyways. It even says that on the page.
This is not as amazing as people seem to think.
No game ever was as simple an idea as "Make an FPS". The devil is in the details and that is where LLMs break down.
Since then, each model advancement has made it easier and easier to delegate and form workflows around each aspect of making my game - to the point that I login once and awhile to sculpt, get visual feedback for textures lighting and level design... I get a level done a week - test it myself, and ship it to beta testers who auto update and can send me anonymous feedback - all thanks to Opus.
I'm one dude - and I think this is a crippling vision to some of what's to come. AAA studios certainly know and will serve you AI generated games instead of paying talented people. I hope those talented people getting displaced can get enabled cause what I've done is pretty amazing.
Dude. They are already doing it. The only difference now is that you can too.
Hopefuly, I gave you an idea of what you need to do.
I welcome you to read this - https://mises.org/library/book/against-intellectual-property
I'm not familiar enough with gaming to know where this crossed the line.
Rainbow Six? Call of Duty? Battlefield? Counterstrike?
I guess my question is whether it actually modeled the assets, or simply pulled a bunch of cc0 assets off the internet.
This has actually be a challenge for my agentic gamedev efforts. Getting to a particular visual style outside of PBR assets pulled off of packs online is more challenging right now.
How much in credits did this cost?
> Everything in this game is from scratch: models, sounds, textures. ~$550 at API pricing, ~2.7M output and 445M input tokens, heavily cached. Took 8 hours!
https://fixupx.com/v01dpr1mr0s3/status/2119993017717358913
> Anthropic injects a hidden <ip_reminder> in Fable 5.2's turns via API;
> Fable gets obsessed over it and Anthropic blocks the request for "reverse engineering".
But that is not the real objection is there? The bar has simply been raised.
Edit: FWIW, stories in games were getting away with murder so it is about time that changed.
Edit2: Geez man. Talk about apt game title too given the response.
note: hit a bug on bog standard chrome where I cannot toggle between "mission" and "holdout" once I click holdout. Is it a commentary on where we're heading too? Was this formally proven to follow a spec during design?
Nothing wrong with derivative but of course it's going to excel in well trodden areas.
I like how there were hiding spots and how the bullets of the enemies can reflect off the terrain, allowing you to find hideouts and gain height leverage to take out ground enemies. it's hard to determine the height of drones but could be intentional. I also like how the game certainly isn't too easy. Unfortunately the keybinds aren't rebindable, which is a shame because that means I can't use the visor on a touchpad. Also the undersides of some of the stacked shipping containers aren't properly rendered. Drones clip through some the containers in the distance, probably because they aren't there and part of the skybox, and drones interact weird when colliding with containers quickly jumping up and down to compensate.
7/10 please never generate something like this again.
you could easily put some idea behind, put donald t there, or something trendy now, and get at least some attention/fun, and maybe some money on ads . the capability is there.
$550 spent and what value was gained? No one was entertained, no one would buy it, no one will remember it by next week.
I'd be interested to see the first one that makes >0$ on SteamSalesBench.