r/4Xgaming • • 42m ago

General Question What Separates AI Assisted from AI Slop?

• Upvotes

I've seen several posts here mocking the AI slop that's out there and I agree. However, I'm curious what is it that separates a game that is developed using AI and one that is pure slop?

Disclaimer : Of course I'm working on my own project, but I'm approaching it thoughtfully. I'm a developer with over 15 years of experience and cut my programming teeth on Unity3D but I just don't have the time to really pursue Game Development on the scale required to make a 4X game. I'm earnestly working on something that I think is pretty solid, but I don't want to annoy the community with it if it doesn't meet the level of expectations.

No AI Art, just code.


r/4Xgaming • • 23h ago

Opinion Post Distant Worlds Universe has been reverse engineered with Claude AI and I’m not sure how I feel about it….

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20 Upvotes

r/4Xgaming • • 23h ago

Developer Diary Aligning affordances with available decision space to reduce player friction

3 Upvotes

NOTE: the point of this post is to describe the process for how I identified a problem from player feedback, and implemented a solution that maintained my desired gameplay elements while improving new player experience

The #1 point of frustration from playtesters for my game has been that it isn't immediately clear what players are allowed to do when. Players would want to do certain actions, like moving or purchasing units, and would repeatedly get "Requires [attack/administration] phase" messages.

Once players were able to internalize the game rules (2-3 hours of gameplay usually), the phase system felt natural and players enjoyed the game. So to me (and the Indie Games Clinic folks who helped me with this), that indicated the rules didn't need to be changed, but the affordances of the UI did.

(Not pictured) In the old system, players would select units to expend global action points that were shared amongst all units. Units can move together, but only if you realize you could select multiple units. You could not undo. You also had to count the distance between territories in your head, and the path indicator would only show up once you clicked somewhere.

(Pictured) Gameplay rules identical. Now, you select territories instead of units, because that is the type of action system I intended for. When you select a territory, a filter applies to show you where you can/cannot move. The path indicator displays on hover instead of click. And now you can move units forwards/backwards and arrange as necessary, as if this were an actual tabletop game, until you confirm the action and spend the points.

I have yet to test this on playtesters, as I am in the middle of a major UI overhaul and many of the other systems are broken currently. Overall, I think this is a step in a better direction and I'm excited I do not need to change the rules, because they work exactly as I wanted for experienced players.


r/4Xgaming • • 5h ago

Alternative moins chère à ce jeu ?

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0 Upvotes

r/4Xgaming • • 6h ago

4X Article Recherche de jeux mobiles Android/iOS à venir ou très récents – Stratégie 4X / Simulation

0 Upvotes

Bonjour à tous !

J’ai du mal à trouver un post ou un site qui répertorie les prochains jeux mobiles à sortir, les jeux en préinscription ou ceux qui viennent tout juste de sortir, notamment dans le genre stratégie 4X et simulation.

Je recherche des jeux similaires à :

  • Fate War
  • Kingshot
  • Dark War
  • Without Survival
  • State of Survival
  • Zomline Survival
  • Police Chief
  • Last Beacon

Je cherche principalement des jeux Android et iOS à venir ou sortis très récemment, y compris ceux qui sont disponibles en préinscription ou en soft launch dans certains pays.

Connaissez-vous des sites, des discussions Reddit ou d’autres ressources permettant de suivre les prochaines sorties et les nouveautés dans ce genre ?

Merci d’avance pour votre aide ! 😊