Marek Rosa - Goodai Blog 05月22日 17:49
Marek's Dev Diary: May 22, 2025
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本周的开发者日记分享了游戏开发的最新进展,重点介绍了AI NPC项目的重新设计,旨在使NPC更具目标导向和个性。同时,团队也在探索新的工作流程,利用AI辅助编程,显著提高开发效率。此外,太空工程师团队展示了生存模式、新方块、星球生成器、云、植被生成器、背包建造和焊接等方面的进展。水体团队带来了水体效果的重大改进,包括性能提升、新的水面渲染技术和动态粒子效果。视觉艺术方面,行星材质、粒子效果和角色模型都得到了显著提升。

🤖 AI NPC项目正在重新设计,目标是使NPC更具目标导向和个性,能够解决环境和社会挑战,并产生具有蝴蝶效应的互动。

🚀 团队正在使用AI辅助编程,例如Cursor和OpenAI Codex,以加快开发速度,实现快速迭代和反馈循环,一天内完成过去几周的工作量。

🌍 太空工程师团队在生存模式、新方块、星球生成器、云、植被生成器、背包建造和焊接等方面取得了进展,为完整的生存游戏循环奠定了基础。

🌊 水体团队带来了水体效果的重大改进,包括性能提升、新的水面渲染技术、动态粒子效果和更高的水体模拟分辨率。

🎨 艺术家们改进了行星的体素材质,使截图看起来更加逼真,同时新的粒子效果和角色模型也在开发中。

What is this

Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what caught my interest.

Why am I doing it

I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.

AI People

This week, I’m focusing on the AI People project. We’re returning to the drawing boards, redesigning both the gameplay and the technology behind AI NPCs. Our goal is to make the NPCs more goal-oriented, with distinct personalities, capable of solving environmental and social challenges. Their interactions—with each other and the player—should lead to emergent stories and butterfly-effect-like chain reactions spanning from hours to weeks.

I decided to work on the prototype personally, so a colleague and I have been vibe coding all day. Vibe coding is when you instruct a coding agent (like Cursor, OpenAI Codex, or Jules) to autonomously make changes to the codebase. It’s going well—it feels like we can achieve in a single day what used to take weeks. Iterations and feedback loops are much faster, which means we can prototype at an incredible pace.

Today, we also implemented automated testing. After the agent completes code changes, it runs the tests and, based on the results (e.g., if some tests fail), it starts fixing the issues itself. This new workflow is a game-changer because we no longer have to tediously copy-paste errors from logs. The tests were written by the agent as well, saving us even more time.

I’m already looking forward to the next five years when this workflow will be even more simplified and faster. Imagine just asking for something like "add grounded NPC actions like goto(), attack(), harvest()—planned and executed in sequence," and the agent makes the changes, tests them, and delivers an interactive game in a second.

Just see how fast the new diffusion LLMs are: https://x.com/InceptionAILabs/status/1894847919624462794

Space Engineers

Every two weeks, we hold an internal team biweekly presentation where individual teams share their progress. This week’s session was particularly exciting!

SE1 Team

The SE1 team shared their progress on the new survival mode and introduced some new blocks, which are shaping up nicely.

SE2 Team

Most of the SE2 team is working on VS2, focusing on planets and survival mechanics. Here’s some of what they showcased:
    Procedural World Generator: This now spawns asteroid fields and rings with a realistic distribution.Clouds: Already in-game and visible in many screenshots (though they’re still programmer-art clouds; artists will refine them later).Planet Flora Generator: We now have grass and trees on planets! Currently, it’s just one type of tree everywhere, but artists are working on a flora library that includes dozens of trees, bushes, fynbos, plants, and even underwater flora.Backpack Building and Welding: This feature is nearly complete, which is exciting because we’ll soon be able to playtest the full survival game loop and start iterating on improvements.

Water Team


The water team gave what might be their best presentation yet. They showcased several impressive improvements:
    Enhanced performance.New marching cubes for the water surface.New particle effects for dynamic water (think waterfalls and splashes from your ship).Improved resolution of the water simulation, plus many other upgrades.

Art and Visuals

The artists made another pass on improving voxel materials for the planets, and the results are stunning—screenshots are starting to look photorealistic. On top of that, our planets are fully volumetric and destructible, allowing players to dig tunnels and add materials.


The new particle effects on the Hydrogen Thrusters look fierce, and new character models are in development, which are shaping up to be very cool.


It’s been an exciting week, and I’m looking forward to seeing how these features evolve in the coming sprints!

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游戏开发 AI 太空工程师 NPC 编程
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