We're heading to the terminal to build some pixel art games in Godot! Let's have some fun and make something cool.
As with all livestreams, I'm looking forward to answering YOUR questions! So join me live and ask in the chat, or you can comment now, and I can try to get it answered while I stream.
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Let's see how we're doing. I think it's working. Cool. Welcome to the live stream. We're going to build some stuff today. So, we're going to actually go over to co-pilot. We're going to build in GDAU. I have a couple of ideas for some things I want to try, but uh full disclaimer, I'm not the most artistic. I think this is going to be kind of interesting. But we're going to try building a sort of pixel art game. I don't know how far we're going to get. The stream's only an hour or so, but I think it's going to be fun. So, I'm gonna flip my screen over, get into co-pilot. I'm just realizing, too, I'm kind of looking at the layout. If we need to, I will adjust things so that we can get a little bit more screen real estate. uh depending on how greedy co-pilot wants to be here.
So, give me one sec. I just want to move a couple things around before I get too far ahead of myself. Close a couple of programs. One sec here. Okay, I think that should be pretty good. The way my windows were docked, um it was going to get a little bit funky and it's still kind of doing it. Come on, undock. Thank you. It was basically resizing the other windows on my screen when I didn't want it to. So, let's try one more time. Okay, awesome. So, now if I need to, I can do this pretty fast, right? Move that over. But I'm going to start in Copilot. Uh, can you see GDAU at my I think I have it dropped in in here. Let's see. Uh, let's get YOLO on. But my idea that I want to do, and I don't know how realistic this is going to be, but I want to see if we can do something that looks like, not sure if people are familiar with like triangle strategy.
So, I'm going to see if I can pull up a picture here. I want to do something that's pixel art, but not just like I don't know, not just like a pure, what's the right way to like not just a top down like Pokemon looking kind of game, but something that looks a little bit more like this. Sorry, this is the lowest resolution image that's uh ever been created. I just pulled it up on on Google and and dragged it over here. I want to do something that's like this because there's a little bit more going on in terms of how things are drawn. I think they call this HD 2D. And so I'd like to play around with something like this. I think it'd be fun because I think there's lots of examples online if you're trying to build some games you could do just a pure like, you know, pure top down kind of thing.
But this I feel like um I'm trying to look for another screenshot as I'm scrolling through on on Google images, but um they have like a bit more of a cinematic feel. This should be a pretty good example. One sec. Yeah. Let's pull this over. So you can see like there's like a blurring effect. Like it looks it looks pretty cool. like it's not just uh straight down uh you know pixel art but it has you know the characters and stuff are pixel art but if we jump back over here like I don't know I think I personally think this looks really cool and so I want to see if we can mess around getting something like this built now for me what I really want to achieve is more of this kind of camera angle I would like to get this kind of thing going.
But I want to have like an open world. I'm I'm being very picky about the things I want because I don't just want to do something I don't know that's so so straightforward or something. We could just download a template and it just works. I'd love to see if we can get some type of like artistic style like this. I know there's a lot that goes into the asset, so I'm not trying to to downplay that, but something like this, but more of this kind of camera angle. Okay. So, I'm actually going to use these as some reference pictures when I'm talking with Copilot. So, I'm going to move these onto another part of my screen so I have them for a moment. And so, yes, GDAU is installed. Cool. So, um I want to build a game that is the style of HD 2D. like triangle.
Um, here are a couple of pictures to demonstrate the art style. And then I'm just going to drag these over. So there's the one picture. I think Copilot CLI now actually renders the pictures too, which is nice. So when I press enter on this Those are the links. Let me see. Maybe I should have I'm gonna backspace that. The reason I'm going to drop the actual pictures in instead of the links. I thought dragging and dropping would have put the picture in. Um I'm going to use the pictures directly because I don't want to risk like it not getting access to it. There we go. And then it being like, "Sure, I got it." And really it had no idea what I was talking about. Um, do or I'm going to ask it. Can you see from these pictures what I mean by the art style?
Yeah. So, there we go. See, it's actually rendering the pictures, which is pretty cool. Yes. You mean pixel art characters within a richly detailed 3D world. So, one thing that I want to be careful about because it's it's right based on triangle strategy. It is like this, right? Like a miniature diarama. But I actually don't want a diarama. I want an open world. Um, but so the defining features visible here are 2D sprite characters 3D environment with pixel textured surfaces. Right? I'm actually not convinced, and I don't know this because I'm not a an expert game developer by any means, but I'm not convinced that you legitimately need any type of like advanced 3D asset to achieve this. I actually think that there's some clever camera techniques that you can do um with 2D surfaces to get something kind of like this, but I'm not I'm not sure.
I think there's something we can do. Um elevated angle camera revealing depth and changes. Yes. modern lighting. I think this part is um a huge part of of the uh I can't even speak of the aesthetic. There we go. Because especially when you have like you have some of this depth, you have like I think the lighting and shadows make a really big difference. That's not something that you really get in like a a 2D game. Selective depth of field blur 100%. Right. This right here is what we see in this picture. Right. there's literally some of the foreground blurring and I think that again it's a little detail but I think it's super cool and I I really would like to see if we can do something like that. Um and then cohesive restraining colors that blend sprites and scenery together. Yeah, I think that's part of the look and feel.
Now how well we do at this in this little stint I'm not totally sure. I have a feeling I'm going to be going to chat GBT to get, you know, a couple of pictures generated from some sprite sheets or something and we'll see how we do. just to start. But um the thing I want to clarify at this point is I don't want a diarama style. Right? This scene here is more like a diarama, but I bet you if we had this kind of perspective, right? The camera's a little bit more top down. This one's a little bit more from the side. I bet you we could do more of like an openw world kind of uh navigation, right? where I think if you were trying to use open world from this angle, it might be kind of weird to navigate unless we can do um the camera from a different angle overall.
So maybe let's see. Um, one of the things I want to be able to achieve with the game is an openw world navigation. Uh, exploration. Exploration. There we go. So, I do not necessarily want it to feel like a like a diarama. Um, so the camera should be able to look around or I'm going to stress or because I actually I don't know enough about this personally, right? Um, when I've been talking about some of this stuff recently, maybe let me move a couple things around too. Sorry, I'm uh realizing that I might be cutting off maybe too much of what I'm typing here. Um, I find that when I am talking about some of these particular things, like I'm certainly not an expert in in game development by any means, but when it comes to building software, like I've been building software for a long time, so I feel a lot more comfortable when I am doing this kind of thing, uh, building software with agents.
But when it comes to building games, like especially with when it comes to like the art style, when it comes to I don't know, like a lot of the specifics of game engines, like I'm not I'm not good at that. That's not something that I've spent a lot of time on. I'd love to be better because I think it's fun. So, um I need to be open to like I might have a thought on how this works, but I actually don't know the answer. So the camera should be able to look around or we need to have it more from the top down perspective p I can't spell perspective like we see in the first shot. Um, ideally we can look around and not be pinned to one specific specific angle and still achieve the I'll call it aesthetic regarding the blur um depth of field etc.
Right? I'm trying to tell it like these are the things I'm interested in. But like one of the constraints I have is that I do want to be able to look around. So yes, HD 2D aesthetic does not require fixed camera. Okay. Or diarama like world pixel art assets lighting materials atmospheric effects establish the look. Excellent. Um let me also do this. I'm realizing it's cutting off a lot and that's probably super annoying. So let me do that. I'll move my head back down here. And so hopefully that makes it a little bit easier to follow. Apologies for this kind of being all over the place. So I recommend starting with free rotation, a bounded elevated tilt, and moderate zoom. Build a genuine 3D world, not isolated stages. And okay, so for the effects, depth of field, subtle and focus around the player or inspected subject.
Okay, not a permanent blurred border. Okay, so at a high camera angle, keep most navigable terrain sharp, distance, atmosphere, fog, and reduce contrast. Okay. Lighting. Yeah. Some pixel clarity. So, how convincing the sprites remain across your desired tilt and zoom range. Yeah. I think that's one of the things that I think if you fix the camera angle, right? If we go look at something like this, if they pick this angle, then then they know that they need to make the and especially if it's like a diarama style or like a a fixed scene almost. If that's the case, then they need to make it look good from this angle. They don't have to go, wait, what happens when someone, you know, looks more top down? What happens when someone tries to look on the other side of the building? Like, you look at it from more of a fixed view.
And, um, I think number one, you're going to get some cool effects. It's almost like parallax, I guess. I think you'll see that. And I think the other thing is that you truly only do need to look at it and sort of perfect it from one angle. I I want to be able to look around. Like that's this is what I want to be able to do. So, um I want to ask it like do do we really need 3D assets for this? Are there ways to make the um 3D effect with only 2D assets? Explain uh the rationale. But I don't just want it to yes or no. I want to I want to understand why. Right? I think there's ways to do this that if you make the particular things in the scene that you're looking at, which is why I think it's going to be more hard if it's not a diarama.
Um you can have them tilt sort of they can kind of change perspective to like be looking at the camera almost. It's a weird effect, but I think I've seen this in some games. I'm just curious. You don't need traditionally model 3D assets, but free camera rotation benefits strongly from actual 3D geometry. Okay, I think that makes sense, right? If I have something like I'm pointing on my other screen here, but if I had something like this building or this one, if we want to look around like I think that it's going to be it makes sense. It's actually going to be very challenging to get the other side of this if it's just 2D. I think you can you could probably have the camera move like side to side a little bit slightly different angles and make some of the assets tilt towards the camera.
But I think when it's actually going to be uh you know looking around something entirely like a building then at some point you need you probably need 3D assets to actually achieve that. So but uh there are three uh practical approaches pure 2D isometric drawn perspective overlapping sprites. So, camera panning works well, but arbitrary rotation reveals views the artwork does not contain. Yeah, so I think that is actually an issue. Uh, 2D artwork in a 3D world. So, 2.5D sprites, textured planes, and simple boxes provide real depth. Right. Real camera movement, occlusion, lighting, depth of field. Flat objects become obvious at some angles. Directional art or simple volumes are needed. So, fully modeled. What I'm trying to do, by the way, is I'm trying to avoid like a pure like 3D world because I think that in terms of making assets and stuff, it's just going to slow me down.
So, I'm very curious if we can do something cool that's mostly 2D. So, why camera rotation changes a requirements? Imagine a house drawn as one beautiful isometric sprite. Moving the camera across world is straightforward, but rotating behind the house creates the question, what does the back look like? Yeah. So multiple sprite views can work, but transitions may pop and creating many views can cost more than building a simple textured house. So use a 3D world built primarily from 2D artwork and minimal geometry. Okay. Yeah. So I want to make sure that we can have simple geometry, i.e. simple models to work with, but still have a high quality uh art style. Uh this is to avoid um I don't know what the right word is. Um complicated 3D asset generation. So I want to I just want to see what we can do. The important limitation is silhouettes.
Uh texture can suggest individual roof tiles, but they cannot convincingly turn a rectangular block into a branching tree. Makes sense. Um okay. So um I want to talk about the limitations and uh kind of what I need from it. Right? So I want to build a small prototype that allows us to walk around in an open world. I not a fixed diarama with a pixel art character and some basic uh environment i.e. And then we'll talk I don't know like some grass trees and some house. Uh let's say like a path too. Uh road and and houses. I can generate sprite sheets if you help me with the prompt for another agent. make them to spec. Let's talk through the plan. So, we'll see how this goes. Um, I've I'm being very transparent. I've never used GDAU ever. So, we're going to see what we can do here.
So, I'll I build a small continuous exploration area that proves Okay. No combat streaming procedural world. Yeah, we don't need any of that. I just want to I want to see if we can get this right. I want to get this kind of effect and I want to see if we can make it so that we can literally move around in in a world. Obviously, it's not going to be this detailed. The art is not going to be as high quality by any means, but I think it'll be fun to try. So, um let's see what it says. It talks about okay what the things look like. leave room to walk around buildings and travel between landmark and not just decorated platform proposed implementations to the world. Actual 3D terrain with simple slopes. Again, like I'm I'm a little bit nervous once I start seeing like okay 3D terrain.
I'm like I don't know how we're going to build that. Uh maybe it knows, maybe it feels good about that. Pixel art directional sprites WD. Yeah. Okay. Free horizontal rotation for the camera bounded elevated tilt. I think that makes sense. We don't want to like take the camera and like go over top of the character. Um, cool. So, a reasonable starting specification, not yet a locked in requirement is free canvas, character size. Sure. I don't I don't know like until we start playing around with some of this, maybe I would see like, hey, if it's 48 pixels tall, this looks awful. Um, we do need a couple of animations, right? So, it's it's saying idle frame and six walk frames per direction. Okay. I'm sure this is the kind of thing that once we see some of it come together, we could tune it. We could say, "Hey, we want the the animation to look more fluid.
We need more actual frames." Uh, background transparent. Okay. So, the key constraint, the sprite drawn from one elevation cannot look correct across unlimited camera tilt. Initially, we should allow substantial horizontal rotation, but a modest tilt range. Interesting. Like this is the thing that I I suspect if we don't have some kind of clever camera techniques, it's going to look like uh like Paper Mario almost, right? Where you have literally these like sheets. It's literally just a flat image in a in a 3D world. But I I genuinely think like I'm not again I'm not uh skilled at this, but I think there are ways that you can make this work. Uh, and I'm sure anyone who's watching this that's done any type of like game development actually has uh thoughts on this, but you can tell me if I'm completely wrong. So, for another image generation agent, I would request a character reference and one.
Okay. So, the first milestone, a simple walk down. So, okay. Um, let's talk about the actual implementation plan. And at the same time, I'm gonna go open chat GPT on my other screen. Uh, I like chat GPT for image generation. I think it's pretty handy. And that's probably because I'm not good at making images, and Chad GPT can make images way better than I can. I've used it a little bit for uh some artwork in some other simple games. Is it excellent? Um, it's probably not the right tool or the best tool, but it's definitely better than what I can do. Okay, we're already getting this plan coming in. The implementation should start as a small GDAU 3D game with replaceable placeholder, not an asset generation project. So, by the way, when this is putting a plan together, I want to read through it and then I'm going to ask it, have you researched other games that have done this?
Because I find that a lot of the time going down a path like this, we're probably about to go make something that's completely bespoke, right? It's going to go invent a bunch of stuff that like we might not have to go do because someone has literally done this. If someone has solved this problem in a way that works well, I would love to learn from that. I would love for that to be the basis. I would love for someone who has published something that's open for us to go use that if they already have it working like great let's let's take that as inspiration right this is a I think one of the the best things that we can do in software engineering is to look at what other people have done not to say copy it directly or not to say there isn't a
better way it's just to say look if other people have done this we have reference points we can and we can analyze them we can say what are the pros and cons like maybe there's an aspect of one implementation that's great and a drawback and if we look at something else we can we can kind of come to a middle ground and say how do we get the best of both of these and minimize the downsides for what we want. So I'd like to ask it that after. So use forward plus render. I've heard this but I don't know what it means. Guess we'll find out soon. Um, these seem pretty specific that I'm not exactly sure. Keep the project organized into reusable scenes. Okay, that's fine. No inventory. Yeah, I don't want I don't want um like we don't need to play the game. I just want to be able to move around in it to start.
Establish movement and camera first. Makes sense. Add the sprite character renderer. build a reusable environment kit. Yeah, I think that's important because if we're thinking about and this might already be too much of a stretch in terms of like it's saying a reusable environment uh environment kit, we might like we could just hardcode a couple of things and see like if we can look around that might be totally fine. But if it's going to be an open world to move around in, then yeah, I think we need some reusable pieces that it can go place. um establish the visual treatment. Apply the effects only after the scene works. Okay, that might be fair. Um the first implementation should be label gray box plus. Okay. So so you so do you need any assets from me to start. Okay. I mean let's try it. Um, give me the autopilot.
We're going to cheat. Give me the autopilot to build the first part of the prototype so that what's the uh let's see because I think um prototype to the point where we have this So, I'm going to ask it to go build this, but I'm asking it for a prompt. The reason I like doing this, by the way, cuz I want to see how specific it gets. If it were to list things in this prompt where I'm like, "Oh, that like that's not what I think we're talking about," then at least I have a good opportunity to kind of go back and say like, "You know what? I think we got to rethink this." The like one thing that I think is interesting already is it's talking about like uh the first implementation deliverable should be the playable gray box plus directional placeholder character, right? playable gray box.
Like that's not actually what I asked for, but that might actually be what it needs to progress things. What could happen is we go do this and then the the thing that we get is a really crappy starting point and then we can't really use it. But I think it's worth trying. Acceptance. So deliverable must support launching the project. Yes. Walking continuously. Yes. Rotating the camera through. So 360° with some tilt. Predictable camera relative movement at any yaw. Correct directional character appearance. Grounded character placement. Okay. Um, and then let's take this. I have a couple of uh sort of user level settings that suggest to co-pilot um that when I'm building things, it it actually should offload them to one of my other computers for compilation. So, I'm going to explicitly add into like you're allowed to build on this computer. So, I'm going to say autopilot.
I'm going put a goal here. You are permitted to compile and run on this machine locally. You will not use pit crew. Pit crew is the system I have that I put together that lets me go do this on a different box. Cool. So, we're going to see how this goes. And in the meantime, I mean, what I'd like to do is kind of pull up some of this. I don't know how we're going to look at both of the same time. I have, just for for reference, the screen that you're looking at here, uh, is a quarter of my monitor. So, I like having, you know, I have co-pilot running and then I can go do something on the other corner of my monitors. Um, in this case, there's not a lot of screen real estate when I'm doing this. So, um, what I want to do is kind of pull up both, maybe, but I realize it's kind of a pain in the butt.
So, I want to go look for a couple of other pictures. So, let me I'm going to go search for a couple things. So, there's triangle strategy. What is the other one? I haven't a chat with chat GPT. So, let me see. Um, it's just escaping me right now. There was another game. There it is. Uh, Octopath. That's right. Octopath Traveler. So, can we get a couple of screenshots of this? This is definitely more of like a that diarama style, right? Kind of like a from a particular angle. I I don't know. Like, not that this one's bad by any means. I don't like this particular look as much. I think triangle strategy just looks super cool, but I'm sure there's some other screenshots of this. Let me see. You know, this one is pretty cool. Let's see. I think what's what does it for me is like when you have that depth of field and like some of the blurring effect.
I I just think that this looks like super super interesting. But again the I think one of the challenges with this kind of view uh if you were to imagine that this is going to be a open world that you can walk around in. I don't know if this is sort of like a sustainable approach. I'm using the word sustainable because like I think that you can get away with this perspective when it's um Oh, my camera went my camera overheated. No. Oh, man. Let me turn Give me one sec. I got to turn the fan on my camera. It's crazy to think that um this camera is so silly that it's been running for 30 minutes and it overheats. 30 minutes of streaming and it overheats. So, my face is now stuck in the bottom. Let me turn off my dumb head. There we go.
Okay. And so I'm going to let my camera cool down and I'll turn it back on because the fan's running on it now. That's my bad. Um, but I don't think that this is like a sustainable view because if you imagine walking around um like this camera seems like it's relatively fixed in this position. Like I think that I don't know like I think maybe your character is up here or something and so you can kind of move the character around and maybe the camera moves a little bit but I don't think it follows exactly and I think that's because they can achieve like I don't know like a particular view that looks really good. But if you need the camera to go follow around the character in like a completely open world, um I think that that starts to to become very very difficult. So we'll see.
Co-pilot, are you done? Come on. Um looking for a couple more screenshots. Like I think this one shows like they are able to get it so that you can, you know, walk around and the camera is going to follow like that's what's happening in this one, right? It's not just this is this the whole scene, but the camera would move across. But for example, I don't think that in this game if you try to go like you can't walk off and start going off the cliff like that way or you can't walk towards us. It's a fixed scene that you're able to move around in. And that's that's just not what I want to achieve. I I would like something that's a little bit more, like I said, open world. I don't know if it's possible. So, we'll find out. I'm also scrolling around for more pictures because what I want to do is like see if there's something that resembles the effect.
Come on, computer. All right. So, this is probably an example where this is not the whole scene, I suspect. I bet that you're able to walk down these stairs and there's probably more scene, but you're looking at it again. fixed from this view. Uh, okay. Launch manually. Okay, it wants you can't run it. I don't I'm not going to launch my own my own programs. Come on. Nice. Okay, this better be perfect. I forgot to say make no mistakes, but we'll see. Oh my goodness. This is Hey, that's actually pretty cool. Oh, that's not cool. What happened? Okay, we're done. This is uh I think we we got it right. We put them side by side. Right. They they look the same, right? Right. What do you think? Should we put it on Steam? We did it, folks. We oneshot triangle strategy. There it is. I'm going to send in my resignation.
That's it. I am opening a game studio. It's actually a pretty big space to walk around in. I didn't think Oh, I can zoom in with the mouse wheel. In the chat, I say the same thing. What do you want? Uh, want me to open my own folders? You do it. Exactly. Yeah. Like, come on. You're AI. I'm not You think I'm going to click my own buttons? Like, absolutely not. Um, we got a couple of houses. Okay. So, I think the first thing I notice, like obviously this looks terrible, don't get me wrong, but I don't think that this is like as bad as this looks, I actually think that it might be workable, right? Because can I Oh, I can look around. Wow. Cool. So, that's not good with uh the lighting, right? Kind of funny. I mean, I think we can fix that.
And but I by we I mean I think co-pilot can fix that if I yell. Um but it's cool. Like we can look around the as long as we can get like the I really I don't know like maybe the the textures are going to be what has to carry like the look and feel. But um I'm actually surprised that the character the character is 2D. I'm kind of I'm actually very surprised by this. The character's 2D, but you you can't um see my fingers clicking WD. I understand that. But as I'm doing it, it this 2D character actually looks like three-dimensional, if that makes any sense. So, however they did the animations, like it actually looks like it's spinning in circles, right? That's that's pretty crazy. But yeah, the obviously, you know, the style of this character is not correct. It's not ever going to look like one of these.
Um, I do wonder if we get actual textures on these if we can do something. Tried Fable 5.2 would enhance this 10x. You want me to try? Oh, I don't think I have Fable. What do we have? I got Opus. Oh, no. And my my clawed plan is out. So, I mean, we could try Astra. You want me to try doing it in Astra? Oh, 5.2. 2 released today. Oh man, what? I go I go to work for one day, don't look at the news, and there's new models out. Great. Okay. Well, wrap it up. I don't know. What do we think the next step is? Like, do we I mean, I'll tell you what, because we can do this kind of thing. We can do both in parallel. Okay, so give me one sec. I'm going to take my co-pilot session. I'm just going to spin up another one beside it.
I'm not a good streamer, obviously, so I get nervous like doing too many things at once with my screen being shared. I'm just being honest about it. So, let's do another Let's see. Maker. I'm just making another folder that we can work in. But what I'm going to do is I'm going to have we're going to use Astra because I think that's the best thing I got. We could use Astra. We could use uh Opus 55. I don't have Fable. Sorry. Sorry to let down the team here. Yeah. And so I agree with the chat, right? Multiple agents, character design agent, environment agent. Yeah, I agree. I think that because this stream I only got like another 20 minutes on the stream. I'm trying to see what we can do in like an hour or so. Um, and we can always pick this up and and continue building it because I have a I have a couple of games and stuff I'm putting together on the side for fun.
But I'm going to do this. Let's see if we can get uh model here. We're going to go to Let's go with Astra. We'll do high. You know, I don't We'll do that. So, I'm going to go back to here. I don't think I can take this. I got to yolo at one sec. Can't forget the yolo. If I have to approve uh approve things, I'm going to lose my mind. So, I'm going to give it the same images. Just pasting them in. Too many windows. Too many windows. That's the other one I want. And then what was the other thing I said to it? I'll go quick on this one. And then over here, I'm going to ask it. It works. How do we work on the part style? See what that one says. You know, I guess I can do this, right? if I showed you my whole screen.
Normally, I usually have all four corners of my monitor have co-pilot windows going in them. But let's see. Um, we should turn one small section of the prototype into art style test. Okay. I handle the goat outside. Sure. Okay. So, um, how do I make the pixel art? Let's see what it says. This one. So, Astra seems like it's getting the idea. And so I think the other thing I said is I want to do this in a open world instead of fixed diarama. Camera needs to move uh full 360 degrees. I can generate pixel art sheets if you give me the prompt for the art agent. I not provide 3D assets to you. Uh, you will make this game. Oh, let's let's take a step back. Uh, I'm trying to rush through this so we can have both going at the same time. Um, I want you to make this in GDO.
And then I'm going to give it the directory. What is the plan for the first? We'll do that. Okay. So, you can generate the initial artwork with another agent. This prototype I recommend generate, cleanup, testing, and GDO. Makes sense. Great. I'm going to take this prompt here. Let's read what it says. So, I don't think that it's going to get us the style we want at all. Uh because there is no style. So, I'm just in my other screen. I'm just going to go to chat GPT. I'm going to paste in the prompt and then I'm going to attach some pictures to it just for reference. Attached pictures for art reference is what I typed into it. I guess I can put that over here. And what do I want to do? Yeah, I'm going to use this one. And I will take this one as well.
I can't spell pictures. There we go. So, we'll have chat GPT make us some pictures. Um, if we check out Astra, build a small freely explorable 3D world. Great. Cool. I will make the sheet. You what do I want to say? Um, give me the prompt the autopilot autopilot prompt so you can work on it autonomously while I get the art made. Yeah, I'm I'm excited to see Oh, we got grass made. Great. Okay, grass is over here. It looks terrible. Um, there's the grass. Look at that. Great. Thanks, chat. GBT. I don't know that. I don't know how that grass is going to work, but yeah, I'm also excited to see Asper's comparison. I think this is kind of a fun thing to to do. I think this grass isn't going to do anything for us. Um, this is um again just a great example of like I am not good at 3D art or sorry, I'm not good at 3D or art.
either of those things. So, when it comes to to prompting AI to go do the thing, like I'm actually not the right person to to correct it because I don't I don't know, right? I can say I'm looking at this grass and I'm like, I don't think that's going to do what we need, but I don't know the right thing. I kind of have to I have to get better at this so that I can prompt it better. So, let's do this. I'm not even reading it, right? This is this is all vibes. There we go. Make no mistakes, yolo. And it gave me an art prompt. So, I'm going to take this. I'm going to give that to chat GBT2. Got two two games being made. What? Okay, come on. You want me to restart my own game? No way. Like, how how dare you?
Right. Question in the chat. As a manager, does your team use AI in the workforce heavily? Yeah, definitely. Um, and I think that Oh, wow. Look at the grass. It's awful. Um, I do think that this kind of question around like, okay, well, you know, what what does heavily mean? Um, I think that this looks different at different places, right? So where I work especially uh we my team is not building AI products and so it can make it tricky where if what you're doing is not AI it feels like you might be further removed from AI but we do use AI when when developing things um and I think it different people lean into it in different ways. So I think there's a lot more people that are using it for like design conversations and that kind of thing and there are other people that are using it for reviewing their code or people that are using it for you know for writing their features.
Um definitely have had people do kind of like what we're doing here where we have two models kind of doing the same job and then they look at the results of that going like hey like you know model A says X model B says Y and like there's pros and cons to both and then they kind of have agents like look at the the results of both and try to say like hey like you missed this the other agent got this is there a hybrid answer right so I think people are using AI in in lots of different ways where I work, which is great to see. I don't think we have what I would um consider like people going like crazy and running like agent fleets to go like, you know, there's a work cue of all these tasks and they just like walk away and say like, you know, don't worry, co-pilot's got it.
Um, but definitely like finding I don't know. I would like the word I would want to use is pragmatic, right? like they're finding ways where they're like, "hm, I wonder if I can use AI to like help me with this versus, you know, world says AI does everything. I guess I'll do like literally everything I do like hand over to AI." So, I think they're doing a good balance. I mean, from my perspective, they are. So, we got this kind of crappy grass. I'm not sure if that's what we want. Um, so So, the grass is flat. Um, but I don't I don't know the answer to this, right? Uh, what assets? Maybe we can just pull this back up. Got too many windows floating around here. Um, that one is there. I mean, did we kind of get it? So, the grass is flat. Don't we need some environment that make it um more 3D uh slash dynamic?
Oops. dynamic versus flat because yeah, we do have like we got this kind of house. We got some trees, but like I don't know. I don't think that this grass is I don't think the grass is doing it, man. It's pretty It's pretty bad. All right. Okay. So, yes, the texture is only the ground's base layer provides. Okay, makes sense. Uh we need to layer small threedimensional details over it. Very cool. Okay, two options for the toughs. Transparent pixel art planes simple blade meshes. Okay, cool. Um, make the blade mesh. Go make them. That's your job. We'll see. I'm going to see if my camera will turn back on here. Give me one sec. Maybe I got to do a funny thing. Let me switch back. That's my face stuck in time. Get back here. Moment of truth. It works. There's me. Okay. And I'll put my face back here.
So, there I am. We'll see if my Sony camera can stay on for more than 5 minutes. And the I've never been so disappointed with a camera in my life. It's It's horrible. I do have a sprite sheet for the other view. So, here is the sprite sheet you asked for. I realize I haven't shown that. Throwing away Providence. No chance of copyright. Auditor's delight down the track for for what? I'm curious. Yeah. Stream quality increase 10x. Hey, you can see my my shiny bald head now. Extra. I think that's like developer point plus+, right? My my beard is slightly more trimmed so it's not just a big white gray beard now. But yeah, I guess technically there is no no copyright issues if it's just stuff that's being made up on the spot by by an agent to to be done one time. Said, "I love that you point out your flows when not one of those thoughts came to my head." Oh, cool.
Oh, flaws. Yeah. Yeah. I was going to say that I'm talking through my development flows. I'm like, I'm sure you've thought of even better things than I'm saying right now. But I didn't say they were flaws. I said I got a shiny bald head. It's not a flaw. It's a that's a perk. How much money I save on haircuts. And there's the the sprite sheet for the other game being made by Astra. We haven't even seen the Astra one. It's going it's cranking. Um, something to note, it's kind of interesting, right? The Astra one has already used uh Oh, is it behind my head still? Sorry. The Astra 1 is using a lot more AI credits. I mean, to be expected, the cost is higher, but we'll see, right? Um maybe based on what it does, it uses more credits, but it's better. So, come on, AI.
Build faster. Maybe we should go build a third game while we wait, right? I do wonder how this is going to I'm I'm curious. Genuinely, I'm I'm curious to see if they start layering on a little bit to that like super flat grass that's clearly just like a single plane with like super crappy pixel art texture. I'm wondering if like with a little bit of layering if that actually starts having a cool effect. But the thing that I'm most interested in seeing is where did this picture go? um like the building effect. Like I just got to get another tab open. I really want to see if we can get like I don't know like we don't see any of the blurring. Maybe that's another thing I should do is ask like once we get some textures on things. Can we get that depth of field some blurring?
Like I think that's really going to be what transforms it from just looking kind of like I don't know like a low poly crappy 3D game with even crappier like 2D textures. We have like the lowest quality of everything coming together and somehow we have to turn it into this in what I timed for 1 hour which is 3 minutes from now. I don't think we're going to get there. I'll stay on stream a little longer. Um, I always recommend using Pocket TDS and Nematron for fast local audio stack. Yeah. So, interestingly enough, I went through a phase where I was like I actually have a a foot pedal on the ground so that I can step on the pedal and then talk to AI. But I I haven't been doing that. And I think I have to get back into practicing that because the the speed at which I can speak is of course faster than I can type.
I think like probably most people I think that I get bogged down with like if I want to what's a good way to like explain this? If I'm trying to put like technical things, right? If I'm trying to talk about code and I'm or structured like data and I'm moving that around in my my conversation or pasting things in, it's almost like my brain can't piece it together. So, I want to say the things, but as soon as I want to talk about code, I'm like, I don't know how to talk about this and then drop in the I don't know, like the the structured content. think that if I could in my terminal more easily like manipulate text, this is I I I don't like terminals, man. It's not the right user experience. I want to be able to say the things like speak it all out, have a paragraph, drop in my pictures and whatever, and then like highlight stuff and delete it.
I don't want to sit there and like backspace like it's a it's just not the right thing. Um, let's go. Um, I am not the one who la. What part is La La Land? I can't I can't tell if you're uh I don't know, like poking fun or I just I don't know how the comments are directed. This is This is not so bad. I mean, sorry, this angle is terrible, but like that's a little better. That's pretty cool. Right. It's I mean, I think there's something up with the lighting when we go to one angle. I would expect the the house to cast a shadow, sure, but come on. Like this, I think something's off here. But right, it's kind of kind of neat. Okay. Uh, looks good. What about the uh depth of field and blur effects? Because what I would love to see is like if we go from some angle.
So, say I'm like here versus here. I would expect that we start getting some blurring effect, right? Like when this is closer to the the camera, we can add them now, but I'd use subtle player focus depth of field on strong tilt shift blur. So, I'm going to say, give me the prompt to get the sprite sheet for the house. And then while I get that, turn on the blur and depth field as you suggested. Astra still going here. Wow, it's a masterpiece. When early access, right, take this over to our good old friend, Mr. Jippidity. By the way, I know it's not on my screen. I'll just pull it over. All I'm doing is pasting it into chat GPD to have the image generated. Um I do think you know you can do local image generation. I have uh like comfy UI. I'm not running it right now but um we could do that but why not?
I find like chat GPT does a decent job. I think there's more complicated things that I've asked to do and it starts falling apart. But I think for for some pixel art we should be okay. If anyone's actually good at making pixel art, I know that you're probably watching or listening going, "Man, this guy is so stupid." And you're correct. I don't know how to make pixel art. But so far, Chad GPD is doing okay. Codex and Grock are superior with image. Really? Well, sorry. Is is codeex not the same thing as the open AI models for it or or no? I have I don't use grock at all. Not because I'm against it, just like I just it's not in my workflow. But curious uh when you say like specifically for codeex, what what makes codeex better than Oh, sorry. Were you saying codeex compared to um like comfy UI?
Maybe that was the comparison. I think in my head I was doing the wrong comparison. Astra is Codex, correct? Yeah. Yeah. And Astra still hasn't made a game, so this better be the best game ever when it's done. Oh, it started it for me. Did it Did it do it? Oh, it did. There is. Holy crap. There is blur. It did it. I mean, it looks really wonk like something's off about this obviously, but you can see it's blurring. It's just like super shaky almost. I don't know. It's also really hard to see when the textures are already so low quality, but can you can you see that bit of blur? It's doing it like it's not it's not right, but but hey, it's pretty cool that it's doing something. Whoa, whoa, whoa. No, no, no, no, no. Um, don't commit. Stop. Do not commit. No repos.
Run locally. No pit crew. I forgot to tell that session. So maybe this is what happens when you're not paying attention. Um, I think that it might have been trying to do too much with running things. Did it go somewhere it shouldn't have? No. Okay. I wanted to make sure that like I said a little bit earlier on the stream, my my co-pilot setup is instructed to offload all of the work for my computer because how I'm normally developing, I am using this machine for co-pilot and claude to run and that way I can kind of go between them and then all of the work if it's building, running tests, whatever goes to a different machine than I can uh keep going here. But yeah, we got a little bit of the the blur, but yeah, I wonder like the there's a bit of like a flicker kind of thing happening and I wonder if that's just like these blades of grass are doing something funky.
When we zoom out, we get more blur, right? More of a So, it's doing something. This is uh Oh, yeah. It's kind of hard to see, but if you compare these two houses now, right, this one is somehow this one that's extremely terrible looking is more crisp is the word I would use. It's more crisp and this one is more blurred. So, something I'll close that. Two local commits were created. Okay, whatever. That's fine. I just saw that it was committing and I was like, "Oh crap, it's probably trying to it made a repository and it's trying to push work somewhere." Which uh again, that's my fault for for not checking. But again, if we check the AI credit usage, right, this one's still pretty low. This one is a couple x times higher and still has not produced anything. It doesn't mean that it's not going to work.
It might be amazing when it's done, but uh distributed system is your off machine a local only or do you offload since still work on your main? Yeah, so I have a super backward setup right now. Um, and there's a little bit of a reason for that. So, especially for content creation, how how I used to have things set up is I have a laptop. It's off to the side. And so, what I would do is have my laptop off to the side and then a KVM switch so that I can have my monitors and stuff basically just hooked up to my laptop. And so, I would work off of my laptop. And then I had my rig under my desk. It's like a it's a gaming machine that's a few years old. Uh, so it's not I'd love to sit here and be like, "Oh, it's got all this RAM and the best GPUs." No.
Like, and things have changed price so much. Like, it's going to stay an old gaming rig for a long time. But, um, oh, look. We got some textures. Oh, I'm not going to show you yet. Let me finish this thought. Um, because of some of the apparently this Alienware laptop literally has known issues with the audio setup, like the physical hardware. And I spent so much time and went through so many different audio configurations thinking I was being stupid. And it turns out it's literally just a known hardware problem with these laptops. So I then moved all of my content creation over to my gaming rig so that I could record videos and not I would have the dumbest audio problems. Like when I was making courses, I would record like hours of footage and then go listen to it and all of the audio would be busted.
So after uh pulling all of my hair out and now I'm bald, I decided, hey, like it's time to stay on this gaming rig to do it. So the funny part is now everything's backwards. So I do all of my I do all my work on my gaming rig and I use my laptop as a server. Uh, and then one day when RAM prices come down, I'll I'll get my own little server that's not a laptop, but it's uh it's definitely backwards. Okay, are you guys ready to see how good this game looks now? Wow, look at that it is. It's just It might be perfect, you know. We get a little bit more blur. You know, I'm I feel like pretty feel pretty good about that. The blur is a little weird, right? Like it's blurring here, but it's kind of like it almost feels like there's a I don't know the right word to call it.
Again, I don't have the right terminology to to describe these things, but it's almost like there's a a hard cut here, right? So if you look to the left of my cursor, it's blurred and then all of a sudden it's just not blurred. So there's no like like gradient or or something where it's like, you know, blurry to less blurry. It almost just looks like right here it's a hard cut. So I might ask it that. And Astra is still going. Um, does the blur effect have I can't type. My god. Does the blur effect have some sort of tapering or feathering at the edge or is there a hard cut at some threshold? I'm just curious. Like I don't know. So, I kind of want to understand this a little bit better. And uh Astra, come on, man. What are we doing here? Watch. It's going to go build all of triangle strategy for us.
It's like, I saw that you used a triangle strategy picture, so I decided to go build a full role playing game for you. Tapers gradually, not a hard cut off. Okay. Distant blur, foreground blur, maximum blur. The transition follows scene depth, not distance from the scene's edges. Um, can we try making it more? Let's see. I don't know what more gradual means, right? This is a really crappy way to prompt things because like it could make it 1% more gradual or it might do 2,000%. Like I'm not being specific and that's kind of kind of risky. But I like I said, I don't know the right thing to ask it. Uh my goal for this is uh primarily just for like game stuff. So I want to play around more with games, but because I am I'm very like inexperienced at actual game engines and game tech, especially when it comes to actually creating like assets.
Uh, I'm just so inexperienced at it that I like I could mess around and I just want to see where I can get to with it. So, it's this is just for fun. I I build a lot of stuff outside of like just vibing like this, but for me, this is really like I haven't used GDO ever, so I've used Unity for some games and stuff. I've never built with Unreal, so I wanted to try GDAU on a stream just to see what we could do. Uh, I will probably do like I want to play around with Unreal, but um if Claude was working, yeah, Claude, I'm I think my limit resets tomorrow. So, if Claude was working, I could go run uh one of the other games I have that it was putting together for me. I think do I have I just want to see if one of the other demos is running still on my computer.
It's not. Um I wanted to see if I could run there's like a role playing game that I have that's a tactical RPG that's also not running. Uh yeah, I'll have to check it later. So, I was going to see if I could pull it over, but Oh, nice. An agentic compatible version. So, yeah. So, the role playing game that I'm putting together, one of the thing, it's not this, by the way, that's on the screen. Um, by the way, what I want to do with this one is I want to do a creature collector game that's kind of like Pokemon basically. I didn't want to do world style. I didn't want to do style and I didn't want to just do classic Pokemon that's like basically pure top down. I wanted to do something that kind of looks like a triangle strategy open world though uh with the art style of triangle strategy and then do a creature collector.
But is this uh is this blur better? Maybe. I don't even know if I see the blur happening on the close stuff. I don't know. It's definitely happening in the distance, but nice. Animating your vibe coded creatures is a pain. Yeah, I like again when it comes to software engineering and actually building software systems. I I feel pretty comfortable, but I have I just don't have the skill to be able to explain to an agent around like how to animate, how to 3D model. Um, I signed up for I don't know if it's pronounced tripo or tripo, but there's meshi, which I didn't get the subscription for, but for uh for tripo or tripo, whatever it is, I I got some credits to try that out so I could build some 3D models. Uh, and I say I build them, I mean I use an image generator to get the image and then hand it over.
And it's really cool. like it does a really cool um really really good job. It's way better than I thought it would be. So, I'm playing around with that, but a lot of this is like it's just learning. These are all things I don't know. Awesome. Yeah. Good. Uh yeah, I think it's awesome that, you know, if it's not an area that you're skilled at, like what what better way to dive into this kind of stuff, right? Um okay, so we have the Astra one done. I'm going to ask the left side first. What is the next step with getting us closer to the triangle? We'll see. Yeah, and I agree on the on the pipeline stuff.
So, as an example, for the role playing game I'm doing, I'm trying to build a um an asset pipeline that's like I want to describe uh with a bit of a a structure, I guess, like it's a mix between it's not like just a pure like uh like programmatic file and it's not pure like it's just a prompt. It's kind of like a mix where there's a a bit of a hybrid. So I can have reusable templates that describe the art style and the theme that I'm doing. And then I can say based on like these pieces, these layers of art style, I want a concept art generated. Then I can take the concept art and uh you know do like inventory icons and item models and stuff like that. And that way I have a what is hopefully a reusable pipeline if I want to regenerate the assets I have.
I at least have the composable pieces because the pipeline and stuff will improve over time. So, let me tune that and then regenerate assets later once it's uh improved enough. Okay, so on the left side, the next highest impact step is replacing the placeholder trees. Okay, great. So, let's see if we can do maybe I'll give it the sprites for the player. Here is a player sprite sheet. Astra said it was done, but I think the autopilot kept it going. Okay, so your work in progress. One is Gen 2D from Codex or Grog Trellis. Oh, interesting. T uh what do you need to run Trellis? If I'm not not mistaken, I thought Trellis was like pretty pretty heavy. Opus animation clip rendering. Oh, wow. I thought that I thought the trellis was a was supposed to be a lot heavier. And I agree like um you know I'm not I'm not against uh online services.
So, I don't I don't hate online services, but uh I I would say if I could do if I could reliably do this stuff locally, then I think it would be pretty cool. But, um Trellis, yeah, I thought Trellis was supposed to be like way heavier than something I could go run. But I can't remember what card I have in this machine. It's not like a a 5090 or something, but can you run the game for me? Take it off uh autopilot for now. Oh, it caught an issue. Okay, Astra, just more and more excuses. We're at, you know, five times the AI credits. It's better be five times the awesomeness. But we'll see. I don't know. I feel like Soul did a pretty good job. I see. Yeah. So, it's it's really just making sure there's enough VRAM, right? Interesting. How uh if you don't mind me asking, how long does it take for your let's say you were you were doing one image to 3D?
And I realize that the complexity of the image and stuff will change that. If you can ballpark, you know, even if you were to give a different example, if it varies a lot, if you wanted to do one image to a 3D asset, roughly how long are we talking like a minute? Is it five? Is it 20 minutes? I'm just curious because I I have no concept. I I think the the online platform I tried does it in a in a couple of minutes. It's fast enough where I'm like, "Hey, that's that's pretty cool." Like, I don't feel bad about that. 10 minutes. Okay, that's pretty that's pretty good. If it was on the order of like I want to try something and then it's like an hour I have to wait. I'm like there's no way I'm going to iterate like that. Um if it was let's let's put it this way.
If it was like, "Hey, look, all this stuff works." And we could go run it once to have it polished or something, then sure. I'd go I'd go, "Wait." Oh, Astra. My goodness. Oh my goodness. Okay. Wow. I don't know what to say. I think uh I think we did it. I think we did it. This is uh this is it. We got water. Oh, can I I can run. You can't see. I'm pressing shift, but I'm running. It's got a road. It's got rocks. I I mean, it's not the style I want, right? The the character probably came out closer than the other one. Yeah. Imagine Fable 52. I mean, I can't, you know, I can't. Oh, we got we got an issue. Okay, send it back. Send it back. This is pretty crazy, right? The water flows. Can I think I can swim? Do you think there's fish in the water if I swim?
What? Wow. I don't think it got the blur. That's okay. I mean, I just wanted one thing, Astra, and you can't even get the blur effect. These agents, man, I don't know. I don't know. I mean, it's pretty cool. The other one, now we can actually do a bit of a a check, right? I mean, I think Astra won. I think Astra won. Oh, I didn't even realize it said shift to run. I'm just stupid. Uh, E to talk. What do you mean? What do you mean talk? I can go talk to this person. It looked at me. Are you kidding me? If I get close, it looks at me. We're going to go sneak up on it. Ready? Oh my goodness. cross into Fernwood. Are you Should we do this? Okay. I'm sorry, soul. We're We're playing We're playing Amberbrook. We're doing it. Welcome to Amberbrook.
Valley Trail starts at the little bridge east of the well. Cross into Fernwood. Follow the trail to the north. Take the upper bridge. Has anyone Where's my mini map? I'm assuming we go this way. Let's get running. Shut up. Is this a sign? Oh my goodness. Okay. Art is still not right. But right, we took it to the east. Now we go north. There's going to be some other bridge. I actually thought about this uh what you're saying in the chat. Hook the game up with an agency. So every time you talk to NBC's, it generates real conversations. Yeah, I think that um I definitely see a future where when we're not paying for like you know what I don't want to do is play a game and I'm having conversations with an NPC and then getting build for it. What what how big is this map?
Uh there's Wait, it's just the same town. It just loops around. What's What is this? What does it say? The old watch. Oh, I got a bench. Nice. I can't jump. That's okay. Was I supposed to go somewhere else or is that it? Is there anything out here? Yeah, that we're at the edge of the map. Okay. So yeah, I think it would be super cool to have like, you know, a model hooked up where you can, and I think we're going to see tons of this, right? I I absolutely think we'll see tons of it where you have AI conversations. It's just I don't want to even explore that until uh until it's like something you can run locally and it still feels good because I think until that happens I'm not paying for a uh NPC conversations and I don't want to have like dumb conversations either.
So, but I see that being the future. Oh, and I didn't Man, sorry, the chat's hiding it. But look at this. Can you see in the top? It actually had It's really hard to see because the There might be easier because of the contrast, right? But it actually had a compass this whole time. I just wasn't paying attention. And then you guys wouldn't be able to see it because I had the chat over top of it. There we go. Um, but overall, like pretty crazy. It did the the toughs of grass on top. It did rocks. But I mean, okay, I'm gonna I'm gonna be picky now, right? Obviously, this did a good job, but the thing I want to be picky about is like if we go back over to what I'm trying to achieve, there's still like obviously a long way to go and that's fine.
So, I think with a little bit of work, right, when we look at some of these textures, they're obviously terrible, but I literally made one sprite sheet. I didn't even make I didn't make the sprites for for this building. And so, I wonder if there's more we could do even even with the trees, right? Like the trees have some type of weird texture on them. The grass kind of looks like a I don't know. There's there's there's I think a lot of opportunity to do better, but this is I mean it's it's crazy that it it did this. I feel and the same thing like let me show the spinning in circles, right? I feel like for being 2D, this absolutely looks like it's spinning in circles. like it looks like a 3D effect. So, I think yeah, with a little bit more effort, some of these uh textures could go a long way.
But yeah, super cool. Pocket TTS is locally locally in really good. Better than Gakoro. That's what I'm doing. Cool. That's awesome, actually. Um the like what are the the voices like though you know like uh TTS is text to speech right and the other one is ST so speech to text speech to text yeah uh so TTS like what do you do for voices because the the chat GPT I mean co-pilot does this too but these apps they sound like they they must do a lot where they can kind of like preempt a little bit so it feels even more fluid. You get that latency down and it just feels really good. Um, but it has to sound like a good voice. It has to be low latency. You can't have just one or the other because then it starts to feel clunky. But just curious.
I know you're saying sub 3 seconds. Uh, obviously the lower you can get that the better, but I'm curious how the voices sound as well. takes 10 minutes to have AI install. It has like 10 voices. Cool. Oh, Kakoro is a robot voice you hear, which is bad. Okay, got it. That's cool. Good to know. Thanks for thanks for sharing the insights. I do appreciate that. But yeah, I think overall um I must say like Astra, look, it's even got the water moves in the Well, I think the they just animated the the water all the same way. But overall, I think Asper did a It did way more work, right? This is not necessarily what I expected, but um super cool. It lights up when you turn, right? Where's that? Is that light coming from here? Oh man. Oh man. Really? The light from the Really?
That's cool. Super cool. But yeah, thanks for dropping in. I appreciate it. I think I'm gonna wrap this stream up here though, folks. So, um I think this was super fun. I got to learn a little bit about GDAU. Um I am glad we did the Astra versus Soul comparison. I thought Soul did a for what it's worth, I think Soul did a good job, right? That was for me a helpful way to iterate to see a couple of steps get taken to see like we try this. Cool. We have a a base to work with. We talked about hey let's get the blur effect in. Let's add another texture on here. You can see it incrementally getting better. I suspect with Astra like we could take even bigger steps like I could say I don't know like I haven't used uh co-pilot directly much to generate its own images.
Maybe it could in copilot CLI do a good job with that. Maybe I'll play around with that a little bit more. But um to be honest like I'm I'm I'm still moving it around on my screen. But I think Astra did such a good job just getting all of these pieces brought together. In terms of the art style that I'm after, I actually think that this would be workable. But where it's going to be uh diminishing returns very fast for me personally is going from what we got to say in Astra to like this is an art style that's repeatable that I like. Right? I think there was two major parts to it. one is like what are the different I don't know like uh game engine features or rendering techniques we can play with and we we got to see a couple of them
obviously we're scratching the surface I don't really even know what I'm doing here so we got to see a couple of them but I think the next part or like a secondary part to that is how do you get consistent artwork and assets that you can keep extending and it's not like every time we're using AI to go generate the art it's just like a a mish mash of like feels like totally random assets, right? It's cool. The AI generated it, but now it's just Frankenstein, right? So, I think this is I thought this was fun. So, I hope you got to enjoy it. Um, I've never used GDAU before, so I think I'll play around more with it. And maybe I will try the same type of thing in Unreal. Maybe I'll try it in Unity. Um, I'm less interested in Unity only because I've already used Unity for a bunch of stuff, but Unreal I have not.
So, overall, I thought this was kind of fun. So, thanks for tuning in. Thanks for the conversation and the chat. I appreciate all the, you know, I appreciate the insights and the the dialogue. So, thanks for being here. I do these Mondays at 700 p.m. Pacific. Uh, I do plan, especially in the new year, I plan on doing a lot more streaming. I would like to to do this more. Um, but I find that in terms of terms of actually getting time to like dedicate to being on stream, that kind of thing consistently, Mondays at 7:00 p.m. right now are where it's at in uh Pacific time, but would like to do more of that in the future. So, thanks for being here and I will see you next week, 7 p.m. Take care.