This is super cool! I like the idea of expressing the game declaratively, with a language that an LLM can easily understand. Do you have any other demos of what the language is capable of? I'm wondering if this could do a platformer or adventure style game.
Are there any device capability guards, so more capable systems within a tier (like SNES vs NES) could attempt more complex graphics, sounds or interactions? What works on the Game Boy is different enough from what's possible on the SNES that you may want some way to express that. Or to make it dynamic, like "make the number of enemies the number of supported sprites - 2"
There are more examples on the bottom bar of the screen. I figured it wouldn't be obvious enough.
Yeah, there's the potential for that. I have a concept of a "Demakefile" for implementation specific differences, if you want the art demaker to target specific art styles on specific platforms, etc.
But yeah a future enhancement could be, e.g. display more enemies or more sprites for more powerful systems. That's a grey area as I suppose it has to go in the declarative script (Demotic) and I'd have to make a distinction between more and less powerful consoles. Right now it's one script for everything
Interesting. How do you prevent rounding errors etc for different screen sizes? Some things could be 1 pixel in one version and 2x2 or 1x2 in another version.
And why does it play top to bottom when the 'net' suggests it should be side to side?
This is super cool! I like the idea of expressing the game declaratively, with a language that an LLM can easily understand. Do you have any other demos of what the language is capable of? I'm wondering if this could do a platformer or adventure style game.
Are there any device capability guards, so more capable systems within a tier (like SNES vs NES) could attempt more complex graphics, sounds or interactions? What works on the Game Boy is different enough from what's possible on the SNES that you may want some way to express that. Or to make it dynamic, like "make the number of enemies the number of supported sprites - 2"
There are more examples on the bottom bar of the screen. I figured it wouldn't be obvious enough.
Yeah, there's the potential for that. I have a concept of a "Demakefile" for implementation specific differences, if you want the art demaker to target specific art styles on specific platforms, etc.
But yeah a future enhancement could be, e.g. display more enemies or more sprites for more powerful systems. That's a grey area as I suppose it has to go in the declarative script (Demotic) and I'd have to make a distinction between more and less powerful consoles. Right now it's one script for everything
Interesting. How do you prevent rounding errors etc for different screen sizes? Some things could be 1 pixel in one version and 2x2 or 1x2 in another version.
And why does it play top to bottom when the 'net' suggests it should be side to side?