This article was written on a user blog. The Partnerkin editorial team does not make changes to the text.
Writing and punctuation are preserved.
November 08, 2023 0 321

Creating a game in a week using AI tools. Day two

This is a continuation of the 7-Day Challenge Game, the first part of which is on my Telegram channel.

In this part, I gathered all the necessary graphics and created the final layout of the game, which took almost three days instead of the planned one, but I was satisfied with the result.

Let's start from the very beginning.

Loading screen

This is the very first thing the player sees, and it's important to create a pleasant impression. Most games achieve this through kind character images.

There's no need to invent anything here; I'll do the same.

I threw the request "happy dog superhero, 3d, game mobile style" into Bing's AI tool.

But the initial results were not happy at all, and some even threw punches:

And what's with the third paw on the last one, I don't even want to think about it.

In general, after an hour of generations, a couple of happy dogs were finally found. I expanded the images and removed the noise using the generative fill tool in Photoshop. 

Here's what came out:

The next thing the player sees is the main screen, which consists of three parts that will switch by clicking on the icons at the bottom:

  • Center: The main background location where the player is currently located, along with the transition button to the main gameplay and basic UI elements;
  • Right: Shop;
  • Left: Meta-village.

Main screen and shop

The shop is currently super basic. Ideally, I'll also add offers with lives that will be lost if the level fails.

In the center, I displayed the background with a castle. First of all, it looks cool, and secondly, it's also used in Royal Match😄

In general, AI tools generate awesome castles; you could make a whole game just from them:

I created three locations in total that the player will reach during the game:

Prompts that I used at the Bing's AI:

  • Royal castle, game mobile style
  • Beach and palm, game mobile style
  • Royal lake, game mobile style

Main gameplay layout

On the main gameplay scene, it will look like this:

A brief overview of what's going on here:

  1. At the top, there is a chest, around which the progress of keys found in the level will be filled. (Keys will be randomly scattered under the colored blocks, and finding them all will give the player a chest of gold.)
  2. The goal is also indicated at the top, how many and what kind of blocks need to be broken to complete the level.
  3. And the number of steps given to complete the level.
  4. In the center, there are blocks of the same color that need to be found and broken.
  5. At the very bottom, there are boosters that will help pass the levels.

I hope I can come up with a convincing excuse not to make boosters because remembering how much I struggled with them for my game, I don't really want to continue experiencing these flashbacks.😅

Meta-gameplay

Building construction and village repairs, which make up the meta in most games, initially sound like something super complex and expensive.

Here's an express course on how to make the meta without a budget:

Generate an image in any AI tool using the prompt: "Village, mobile game style"

We get the following results:

  • Choose the best one.
  • Go to Photoshop and cut out each building from the background.
  • Go to any image stock.
  • Enter queries like "Crash decal, cracked wall, hole in the wall," etc.

We get the following results:

Such images are called decals.

We stick all this junk onto the cut-out building images and make them as ugly as possible:

Something like this:

In addition to decals, I slightly distorted the images and added a dark color to make the buildings look charred.

Now all we need to do for "construction" is to change these two frames during village development beautifully.

As a result, my meta looks like this:

I drew the cow in Photoshop, highlighted the area near the puddle, and wrote the prompt "Cow drinks water," and even though she didn't want to drink the water, the result turned out to be not bad. 😄

I intentionally made the first location only 5 levels so that the player could see the maximum result from upgrading each one.

For the second and subsequent villages, it's better to have 10-15 levels. For this, you can add more buildings or divide the repair of one building into several stages.

Summary

Now there is a ready-made game layout adapted for any screen resolution, and all the necessary graphics are available.

In the next part, the menu and all interface elements will work, and I will also make an animation of construction and set everything up for purchases in the store, leaving only the Google Play ID to be specified.

Phew, these four days were tough; don't forget that the first and subsequent parts are in my Telegram.

How do you like the article?

Start to earn with PARIPESA