AI gamedev workflow: how a pet from an ARPG prototype became its own game
idlerunner00 · reddit · 2026-10-09
An indie dev details how AI workflows turned a pet from an ARPG prototype into its own game:
- Origin: The Flui started as a pet in an ARPG prototype; the author built a procedural Flui Generator (CS-skin-inspired textures), which later became a procedural pixel creature generator.
- Failed attempts: A colony sim hit performance walls (moved to Godot + Blender); Fluitown, a full restaurant-management loop with Fluis, was playable but simply not fun — so it was scrapped.
- Throw-everything sandbox: Using AI to pile in destructible voxel terrain, physics, collapsing procedural villages, transformer mech enemies, mountable mechs and tail-grapple loot boxes. The one fun mechanic: the Flui grappling with its tail and rolling into a flying ball — now the core of the new game.
- Core take: AI isn't the death of creativity; it enables exploration at unprecedented scale. Without AI the Flui would have been abandoned long ago.
A valuable look at the 'rapid pile-up → find the fun → commit' iteration loop in AI-era game development.
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