
Running several AI coding sessions at once
A dwarf army, a goblin fortress and the ground under both were built the same afternoon by different sessions. What that buys, and the one rule it cost to learn.
Tag
Development posts tagged dev-tools. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
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A dwarf army, a goblin fortress and the ground under both were built the same afternoon by different sessions. What that buys, and the one rule it cost to learn.

Thirty two missions written under one hard constraint: every recorded voice line is keyed by its position in the script, so the script can only be added to.

Twenty three cheat codes you type into the chat box, a commander who insults you for using them, and a hidden one that exists purely to film the game.

One hero, no base, no economy, and a door you cannot see past. Four things a strategy game quietly assumes had to be taken apart to make that work.

Warships, gyrocopters and steam tanks came back from image-to-3D finished. Anything with legs came back needing every joint placed by hand. One question sorts them before you spend a credit.

Losing a multiplayer match to a battle your opponent never fought. This is the check that stops it, and the deliberate bug that proves the check works.

A Kobold Digger drops a healing potion 6.4% of the time. Every drop chance in the game is a real number you can look up, not a designer's feeling.

Rewriting the pathfinder under an army of wargs meant comparing 18,000 routes against the old one. That only happens if each run starts without approval.

Every unit and building in this game began as a generated image on a magenta field. What turns one into a sprite is five passes of unglamorous pixel work.

A language model gives orders every 12.5 seconds while an autopilot handles the second-by-second work. Where the boundary sits, and what it costs to run.