1
100%
u/RUSuper
6 hours ago
Built with Claude
Week 11 of making my fishing game with the help of AI
Hello there again guys :)
As this turned into dev log at this point I will continue writing to anyone interested what I've been doing lately with the game and so on.
Dredge comparisons are on again 🫣, but I would prefer people to try game out before calling it a "copy" as a lot of people downloaded it since last update and told me some of the things are good, and some need fixing, but overall feedback seems mostly positive, though I would love a bit more of feedback as not many people reported back.
DOWNLOAD LINK \- FREE on Itch
My workflow stayed completely the same except that this time I didn't use Codex Astra at all as I didn't renew the subscription so this week was all Opus 5.5 (as it always was like this, just this time Opus took even other things, however map creation of the new island with Opus 5.5 was subpar and I will have to eventually use Astra again for that or find a way for Opus to make equally as good map assets).
What is new this week?
I added an entire prologue to the game with own scene, mini "trailer" can be seen here as I created YouTube channel for the game:
Prologue Trailer \-
If your formatting doesn't work - https://youtu.be/b7M4JUFSzTg?si=81wGsSuZvVp1MDcD
Now on the inspiration, yes it was Dredge, but so were Creatures of the Deep (less popular mobile fishing game), so was Bioshock (moral dilemma mechanics and 3 endings), so was World of Warcraft (Boat progression, leveling system, talents, quests).
What I use:
**Opus 5.5** \- Everything, from coding to everything else
**ElevenLabs** \- SFX
**OpenAI API** \- image generation
**TripoAI** \- Character generation and more complex models
**Blender MCP** \- Just for simpler 3D models, houses, open world trees etc
**Stable Audio** \- Music
**Total around 800$ so far**
Workflow is basically the same as it was before as I said, but In case people don't want to read my previous updates (which can be found on my profile btw):
1. I use bunch of .md files, especially important one is decisions. md which has every decision tagged with either \[USER\] or \[AI\] that way I know which decision in game design was proposed by me or AI, \[USER\] tags always take priority over \[AI\] Tags, it also helps me fighting rare hallucinations of AI that would sometimes in the past try to gaslight me that I decided on something I did't.
2. I have multiple sessions each for different systems in the game (Fishing session, Quest session, Shader session etc) and "Manager" session. The way it works is you are basically the owner, manager is your "right hand" that sends messages to other sessions and each session works on their system. I do not message each session all the time, it is done by manager. So why you might ask?
It reduces amount of "compacting context" drastically, since it is not all done in one session which would compact every few hours this way, you barely have any context compacting outside of "manager session". Other thing is you can assign specific effort to each session based on what they do. For example "Quest Session" doesn't have to be above **medium effort level** for me, while some harder ones like "shader session" needs to be on **Ultracode**. It also allows me to only chat with one session instead of tracking 15 different ones.
Build on itch is not the latest build that I have, but more polish and fixing is needed for what is on my MacBook before releasing it. I'm still in process of waiting on Steam to confirm identification process went through so I can put up a Steam page.
Anyway cheers, and I would appreciate any feedback ☺️