André → andreelias.dev

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André → andreelias.dev banner
André → andreelias.dev

André → andreelias.dev

@andreeliasdev

I build stuff online & share the journey • 💕 Gift for couples https://t.co/fESUBtCiOR • 📖 Christian Chatbot https://t.co/1SqyRzXpKM • ▶️ 27k subs on YouTube 🇧🇷

My projects & links ➡️ Katılım Temmuz 2020
275 Takip Edilen3.4K Takipçiler
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience + AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using @colyseus by @endel who's also a fellow brazilian 🇧🇷
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leo
leo@leocooout·
decided to search about my vibejam game and it's crazy the amount of people doubting it took me 2 weeks to deploy a workable mvp with assets, music and code made with AI FOR A JAM
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
I've built a multiplayer survival game for the browser in 30 days and I didnt write a single line of code 🤯 So I'd like to write my notes about it once the deadline is done now. The last 20% of a project is indeed the hardest part of it all. In the last 2 days i've been working on the final version of Hollowlands for @levelsio's 2026 #vibejam I worked a lot! I fixed a lot of bugs, tested a lot playing with my wife. Fixed more bugs... But now, thank God, I have the final result! The game looks good, yes. I've spent half of the jam just tweaking every single detail of the procedural world generation. And It was worth it! The game still runs well on most devices and still has less than 20MB in size. Which is pretty impressive to me. The process of building was very straighforward: 1. I used @threejs + React to create the game. Before I started I created a huge document defining every rule i'd like the codebase to be implemented upon. It had clean code rules, archtecture decisions, ECS principles (good for games), and so on. This helped a lot constrain the AI to maintain the code maintainable and separated into clear domains (systems). This document was made partially by me given my previous experience building web games (I've made a lot of mistakes in the past and made sure they will not repeat again) and partially AI suggesting best practices. 2. For every feature I prompted the AI, I was very specific on details that I'd like implemented. If I knew what I was doing, I was more specific on the "how" I wanted to be done. If I didnt know what was doing I first asked the AI to brainstorm possibilities with me, based on industry standards, pros and cons, and so on. Then I would decide what path to go. 3. Every single feature I used Leva for tweaking the values. So for example, the size of the trees, colors, distance between objects, animation speed, etc. Everything I have a slider that I can adjust. 4. To make the game look good I used @tripoai to create the models. To be honest it's not 100% perfect. If you check the character in game you can notice a few issues here and there (the arms lol), but I believe that it will keep getting better over time. 1 Year ago I tried and it wasnt even close to what it's now. Then I used a few post-processing + shaders + particles techniques to bring the "wow" factor. 5. I did only 1 feature at a time. And every change it was a commit with a clear message of what was done. This helped the AI fetch previous commit to understand what changed and know exactly what happened in the past. If I opened multiple terminals at once and blasted prompts the code and commit history would be a mess in a few days. And for every change the AI did, I asked it to do a Code Review of everything that was changed and look for violations on the document I wrote in the beggining defining the codebase guidelines. I realized that I pretty much applied software engineer principles using AI: Code, review and merge, code, review and merge... 6. On the last week I implemented the multiplayer using @colyseus which was pretty nice. I used AI to fetch the whole documentation and create a skill.md file that helped a lot. The creator of the framework @endel also did a extensive research on how real multiplayer games are implemented. It's open source and it was a gold mine for the AI to come up with the implementation for my game. You can ask him the link :) And that was it I think. I'm extremely tired now. The last 2 days was insane. The game's final version is not what I had in mind in the beginning of the jam. I had to cut a lot of cool features. But given the 30 days deadline I think it was a huge success. Hands down my best game ever made. Now I'll take a few days to rest and come back with more updates on the game. Maybe it can become a big deal in the future with more updates. Who knows. And in the event I win first place in this game jam, I'll use the money to fund my own game studio + cover the expenses of my child that is going to be born in September :) Cheers guys! If you have any question, feel free to reach out. I'll answer every non-bot comment in here haha Note: The link to play is in my profile
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@levelsio Is there a way to disable the names? It's hard to see the action because the names get in front of it
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
This was something I added after the terrain generation. I noticed the world was missing some verticality and had the idea to add 3D models of rocks to add more depth to it. It worked perfectly. The trees are also a models + planes with alpha maps. To place them I also used a procedural algorithm
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brandon cullum
brandon cullum@brcullum·
@andreeliasdev @levelsio @pushks18 Really struggling with environmental stuff, when you say concepts what do you mean? I’ve got an ok handle on hang noose for procedural rolling hills but those rock formations and trees are awesome
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
After 15 days of hard work, I'm happy to share my game for @levelsio's 2026 #vibejam The game is called Hollowlands and I'm trying my best on it. Learning a lot of new stuff in the process. My previous game development experience + AI is a powerful combination that I honestly think it's underexplored by many. What used to take weeks of development now is being done in days, allowing me to focus more on the creative part of the process. Next step: Integrating multiplayer using @colyseus by @endel who's also a fellow brazilian 🇧🇷
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
So before building the world I watched a few game dev tutorials on YouTube, mostly about procedural generation. Discovered the power of perlin noise and asked AI to build it for me. Not so hard if your model is good enough. And of course, I had to tweak a lot until I was satisfied with it
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@sir_dudard @levelsio Not really. I made sure the AI followed my codebase guidelines that I created before start writing code. Then for every change I asked it to review the code based on the guidelines
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
I love attention to details 👇🏻 I applied a technique called Inverse Kinematics for my #vibejam game. It makes the legs of the character react to the environment and position themselves in a realistic way. My implementation is not perfect, but I liked the result. I bet you didn't know you could do this on the web with @threejs
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@nickdiazofnauts Be careful if you have hundreds of characters, it might affect performance. Just think about implementing this if your character is the main thing in the scene, which is my case
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Nick Diaz Of Nauts
Nick Diaz Of Nauts@nickdiazofnauts·
@andreeliasdev Inverse Kinematics you say… sounds like something the units in my game could benefit from potentially… 📝 🙏
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@turbo_xo_ You need to control the bones of the character using code, positioning them using math and some raycast. I used AI to do the heavy lifting for me
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@Mycolaos For one character it’s negligible as it’s just a few math/raycast operations. But for several it might start affecting performance
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Endriu
Endriu@endriudev·
@andreeliasdev @colyseus Depois compartilha comigo o documento e as regras de negócio para react que você usou?’pra mim estudar a perfomance do react em jogos.
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Serie
Serie@ZerieMythicElf·
@andreeliasdev Interesting, you can probably use Electron and make it a desktop app, and then you can release on steam, but don't forget to encrypt it.
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Ichi 🪱
Ichi 🪱@itchatoshi·
@andreeliasdev Ha this is cool, i can see your Zelda inspiration, i like it man 🔥
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@kiddowdev This is simply a game changer to be honest. If the document is good you can ask it both for generating the code and code review (to make sure it's being followed). And the best part is that you can modify and extend it as you want
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Kiddow
Kiddow@kiddowdev·
@andreeliasdev Great post. The architecture doc idea before starting is something I wish I had done on my entry, I've spent way too long fighting my own codebase midjam
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André → andreelias.dev
André → andreelias.dev@andreeliasdev·
@Mycolaos I carefully studied a lot of cozy games, the ones that I was taking inspiration from. Researched how these techniques were implemented (usually there are tutorials on YouTube for Unity, Godot, etc), then I grabbed the concepts and asked AI to replicate it on three.js
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Tiro Aeternus
Tiro Aeternus@Mycolaos·
@andreeliasdev It looks great! 👏 I tried for only few days and mostly "vibed", but it's really hard to prompt a "cozy" world. How did you do it? I think it's pretty much like normal dev, you must first research how things are actually done, then copy and tune to your own needs.
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Sentient Matrix
Sentient Matrix@SentientMatrix·
@andreeliasdev Would be really surprised if this game doesn't win one of the vibejam prizes! Can you share some insights around how you optimized performance?
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