The last few posts have been heavy on the structural elements of what I’m doing and how I’m working to make LLMs work for me effectively without micromanagement, and seeing how far I can push things before that begins to come off the rails. This post is going to include a little bit of an update on the structural element, but it’s also a chance for me to show off a bit more player-facing shininess.
The game now has music and sound effects, with an infrastructure that will help me deal with a design problem that plagued me in the first two games. It also has a terrain system that doesn’t look like programmer art.
One key thing to note before I get into it: I am not using AI to produce art assets for the game, beyond a placeholder company logo and some very generic-looking placeholder UI elements. All actual art and sound in the game is human-produced.

