r/vibecoding • • 3d ago

Workflow/Prompt Making the First Boss of my Game | Devlog

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Hey guys, I'm making a rail shooter (like Star Fox) and documenting its development for those working on a game who want to learn more about the workflow.

In this video, I'll tell you about the development of the first boss, its design, its three phases, attacks, environment, etc.

Devlog Boss Fight: youtube.com/watch?v=NsZRfjOK_-Y&t

If you find these types of videos useful or entertaining, it would help me a lot if you subscribed, left a comment/like, or simply watched it. Thanks guys!

BTW this is made in Threejs, with Claude (Opus 5.5 in this case), the 3D character models are made in Blender.

119 Upvotes

47 comments sorted by

5

u/zezex 3d ago

something reminds me of xenoblade (interface, the intro of the boss)

3

u/Terrible-Software165 3d ago

Xenoblade, Final Fantasy, Kingdom Hearts, Shadow of the Colossus, all those kinds of games serve as inspiration/reference for me, both for the UI and for the VFX...my game is about fantasy and magic, so I rely heavily on those titles.

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u/Terrible-Software165 3d ago

This is the titleScreen btw

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u/zezex 3d ago

so cool btw

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u/Bonelessgummybear 3d ago

Looks great! Looks like such a fun fight. I'd recommend using blender mcp, I sometimes use opus and Gemini to make models and I do a blind comparison. My latest game used Meshy 7 for 3D models and some props. I only interacted with Claude code to make it.

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u/Kassiber 3d ago

Really appreciate your devlog. Its interesting to see the combination workflow of AI and some real knowledge (I guess you come from Motion Design or something in that direction?). The game looks really good and you can tell immediatly that it isnt just AI slop

1

u/Terrible-Software165 3d ago

Hey, thank you so much for that! I studied multimedia design, but I've worked as a frontend developer for many years, most recently as a creative developer (Motion and 3D), and since last year I've been trying to learn more about video game development. I'm glad it showed!

2

u/PinoTo0ns 3d ago

Ça a l’air tellement excellent ! Beau travail ! À venir sur Steam ? Windows/Mac ?

2

u/Terrible-Software165 3d ago

Steam sera probablement pour Windows ; je dois vérifier comment ils gèrent les licences et les autorisations sur Mac, mais ce sera assurément pour Windows. Je l'annoncerai sur ma chaîne YouTube dès que la démo sera en ligne et que j'activerai la liste de souhaits sur Steam.

https://www.youtube.com/@cortizdev

2

u/PinoTo0ns 2d ago

Je jouerai dessus avec CrossOver au pire ! Bonne continuation ! Hate de tester !

2

u/Cavitat 3d ago

That's fuckin sick my guy keep going.

2

u/VampyrAvenger 3d ago

DO A BARREL ROLL

Fudet Starfox 64 was my shit, this looks amazing!

2

u/MightyBig-Dev 3d ago

Your work continues to impress me my friend. Been following a while and you’re becoming more powerful each day. Keep it up 💜🐙

2

u/Terrible-Software165 2d ago

Thanks dude ❤️

2

u/Alterion-Ex 2d ago edited 1d ago

with good musics and sound effect, this could be very good! good luck!

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u/Terrible-Software165 2d ago

Agree, I'm pretty stuck on that part because I have zero knowledge of sound effects; I'll probably end up looking for someone else to handle that aspect.

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u/AngelicTrader 18h ago

This looks so cool, well done!

1

u/LAWsyndrome 3d ago

I want to know how you work with Claude in blender, or do you do the blender work yourself? I’m learning slowly how to do hand edits but I haven’t gotten anything as good as the metal/snake body that you’ve made here.

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u/Terrible-Software165 3d ago

I create the character models by hand; I've never tried connecting Claude to Blender (the results I've seen online haven't convinced me yet). I didn't use Blender for the metallic material; it's a material I created using Three.js. You can search for examples of "cel-shaded metal" to use as a reference.

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u/LAWsyndrome 3d ago

That makes a lot of sense and why these models look so good. Great work! You’re right that Blender MCP with Claude or Astra is underwhelming, though better than I can do by hand having only recently opened blender for the first time. Thanks for sharing!

1

u/Fresh-Yogurt-8614 3d ago

From the game Pragmata, which is also a worm looking boss that keeps hiding underground.

In this video, I'll tell you about the development of the first boss, its design

Is this what you call design?

3

u/gucciman333 2d ago

Not a big deal dude..where do you think Pragmata was inspired from? Or the worm boss in armored core. It's all from Dune.

2

u/Terrible-Software165 3d ago

I didn’t know about that one, watch the devlog and you will see my references/inspirations 😁

-1

u/Et3rn41 2d ago

BTW When you say "I'm making", what do you mean by that actually? If you are vibe coding it, you are not making anything - Claude is. You could say you are directing it I guess.

2

u/Terrible-Software165 2d ago

All Claude does is write the code; the 3D modeling, design, animations, and direction are all mine. The thing is, since you've never done anything like this, you think I just sit down at a keyboard and type a prompt like "Make me a AAA game similar to Star Fox" and wait eight months for the result.

-1

u/Et3rn41 2d ago edited 2d ago

That's a hilarious response on many levels. For one thing, obviously you are also generating assets, and I suspect AI has had heavy input into the design and direction as well (once you go slop, it's hard to go back, not least because your actual mental skills, if any, tend to decline - there is good research on that already). Ask yourself this though: what value are you really adding at the end of the day? If the barrier to entry for creating a product of that level is frankly ridiculously low, what is the end result really worth?

2

u/Terrible-Software165 2d ago

You're obviously speaking from a place of ignorance, and I don't blame you. That's why I'm documenting my game's development in devlogs; you can see them on my channel. There I show the entire process, and you can also get your questions answered.

-1

u/Et3rn41 2d ago edited 2d ago

Well, keep telling yourself that. I'm not going to entertain your slop channel, but I doubt anything I said above is inaccurate. Let me know which part is though. Did you create all the assets yourself? Never asked AI for input regarding design or direction? No AI work on animations? LOL.

Again, what's the value added at the end of the day, in terms of the product itself?

Obviously, now that you mentioned it, the underlying monetization idea via YT etc. is clear.

1

u/Terrible-Software165 2d ago

Many of these questions can be answered just by watching the videos. And good luck with your AI rigging!

1

u/Et3rn41 2d ago

Nice try, the channel is the point of all this isn't it? ;)

Took a quick look, I was comedy gold: "after looking at a few references and exploring a few concepts" haha Actually almost no information about the details of the admittedly embarrassing slop generation process itself, in the boss video anyway.

Good luck with the slop peddling - 1.4k subs says it all.

1

u/Terrible-Software165 2d ago

I'm actually quite grateful to the people who subscribe; 1.4k is a great number for me. A few months ago I had 0.

There are about 7 devlogs over the past few months, which should give you an idea of ​​the time and effort I put into it. In some, I show time-lapses of me creating textures or models by hand. Yes, I use AI too, otherwise I wouldn't be posting here, but it's very far from the low-effort approach you're trying to imply.

1

u/Et3rn41 2d ago

I'm sure you are, good for you, just don't confuse effort and value. You can put effort into something, but that doesn't imply there is actually much value in that activity, especially if basically anyone can do the same since AI is really doing the heavy lifting.

1

u/Terrible-Software165 2d ago

You're wrong there. Maybe you don't see the value, but others do. Over the last few months, I've been in talks with interested publishers and sponsors. In fact, I'm currently in discussions with a publisher, which is why I haven't opened a wishlist on Steam yet.

Anyway, I'll stop here. This conversation is pointless. I think I understand your perspective and you understand mine. Good luck.

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u/Et3rn41 2d ago

All these slop games look the same lol

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u/Terrible-Software165 2d ago

Show me one that looks like it…

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u/Et3rn41 2d ago

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u/Terrible-Software165 2d ago

Man, it's not even the same genre, plus the enemy's presentation in my case is an in-game cutscene, not a PNG with animations made for the video/trailer

0

u/Et3rn41 2d ago

I’m saying the games look similar visually, and certainly the slopped out promo videos do.

2

u/Terrible-Software165 2d ago

I get a lot of feedback luckily, and you're the first person to call my work a slop. So, whatever, man.

0

u/Et3rn41 2d ago

From this predominantly echo chamber or more broadly? Anyway, let us know if you ever get the money you've spent on tokens back on this.

2

u/Terrible-Software165 2d ago

I don't spend any money on tokens; I have a $20 monthly subscription to Claude, which is paid for by my company, and I don't even use up the weekly credits for that plan.

1

u/Et3rn41 2d ago

OK, zero cost basically. Let's see how much you make on this.