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ahadprogamer

24
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2
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A member registered Aug 07, 2025 · View creator page →

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Hey! Thanks for reaching out. I'd like to discuss the project and what kind of 3D work we'd need in more detail. Would you be okay with moving the conversation to Discord?

My Discord is ahadprogamer. Feel free to add me/message me there and we can discuss everything further.

Hey! Thanks for reaching out about the project. I really liked your work and I'd like to talk more about the game and see if we'd be a good fit to work together.

Would you be okay with moving the conversation to Discord? My Discord is (ahadprogamer). Feel free to add/message me there and we can talk more about the project and your role.

Hey! Thanks for reaching out about the project. I really liked your work and I'd like to talk more about the game and see if we'd be a good fit to work together.

Would you be okay with moving the conversation to Discord? My Discord is (ahadprogamer). Feel free to add/message me there and we can talk more about the project and your role.

Hey! Thanks for reaching out about the project. I really liked your work and I'd like to talk more about the game and see if we'd be a good fit to work together.

Would you be okay with moving the conversation to Discord? My Discord is (ahadprogamer). Feel free to add/message me there and we can talk more about the project and your role.

Hey! Thanks for reaching out about the project. I really liked your work and I'd like to talk more about the game and see if we'd be a good fit to work together.

Would you be okay with moving the conversation to Discord? My Discord is (ahadprogamer). Feel free to add/message me there and we can talk more about the project and your role.

(1 edit)

I'm a Godot programmer assembling a team for a narrative indie game centered around memories.

The game takes place in an almost completely grayscale world. The player explores locations connected to the main character's past and discovers short, hazy memory sequences. Sound and music will be a major part of the atmosphere, especially because the memories are intentionally unclear visually.

🔊 What I need

I'm looking for someone who can help with:

  • Environmental ambience
  • Sound effects and footsteps
  • Memory sounds
  • Distant conversations and background audio
  • Atmospheric music
  • Emotional/ambient soundscapes
  • Other audio needed during development

A composer who also does sound design would be especially useful, but I'm open to people specializing in either.

🎮 About the project

The project is currently in pre-production/team assembly, so you'd be joining early and could help shape the game's audio direction.

💰 Compensation

This is a rev-share collaboration with no upfront payment.

If the game generates revenue, collaborators will receive an agreed share. We'll establish the revenue/ownership terms before development begins.

If you're interested, DM me with examples of your music/sound work, what part of audio you specialize in, and a little about yourself.

I'd love to hear what you can do and discuss the project.

(2 edits)


I'm a Godot programmer currently assembling a team for a narrative exploration game centered around memories.

The game takes place in an almost completely grayscale world. The player explores locations connected to the main character's past and discovers short, hazy memory sequences. I'm aiming for a minimalist, atmospheric visual style rather than highly detailed environments.

🎨 What I need

I'm looking for a 3D artist/environment artist who can help create:

  • Buildings and simple environments
  • Interiors
  • Props and environmental objects
  • Characters, if you're comfortable with them
  • Stylized/game-ready 3D assets

You don't need to be a professional. Hobbyists, students, and artists building their portfolios are welcome.

💻 About the project

The project is currently in pre-production/team assembly, so the artist would be joining early and could help shape the visual direction.

💰 Compensation

This is a rev-share collaboration. There is no upfront payment.

If the game generates revenue, the collaborators will receive an agreed share. We'll establish the revenue/ownership terms before development begins.

If you're interested, DM me with examples of your 3D work and a little about yourself. I'd love to discuss the project and see if we'd be a good fit. discord: ahadprogamer

(1 edit)

Hey! Thanks for reaching out. I listened to the tracks on your SoundCloud, and I think your work could fit the project really well.

I was actually looking for someone who could handle sound/music for the game, so I'd definitely be interested in having you involved.

The project hasn't started development yet. Right now I'm putting the team together, and once we've assembled the core team, we'll start developing the game from there. I'm handling the programming in Godot.

If you're interested, I'd be happy to talk more about the project and what kind of role you'd like to take in it.

discord username:  

ahadprogamer

(1 edit)

[3D Art] [Animation] [composer] [Voice] Looking for collaborators for an atmospheric memory-based game


I'm a solo game developer/programmer working in Godot, and I'm currently developing a narrative-focused game about a person exploring a world shaped by their memories.

The main idea is that the present world is almost completely grayscale and empty, while important memories appear as short, dreamlike moments. The player explores different locations, discovers memories, and gradually learns the story behind the character.

What I'm looking for

🎨 3D Artist / Environment Artist

Someone who can help create game-ready 3D assets such as:

  • Simple environments and locations
  • Buildings/interiors when needed
  • Props and environmental objects
  • Characters if possible

🎬 Animator / Cinematic Artist

Someone who can help with:

  • Short memory sequences
  • Character animation
  • Simple environmental animation
  • Camera/cinematic sequences

The memory sequences don't need to be huge cinematic productions. They're intended to look intentionally hazy and dreamlike, so the focus is on atmosphere and emotion.

🔊 Sound Designer

Someone interested in creating:

  • Environmental ambience
  • Footsteps and simple sound effects
  • Memory sounds
  • Distant voices/laughter
  • Atmospheric audio
  • Music/soundscape if that's something you do

Sound is going to be particularly important because many of the memories are intentionally visually unclear.

🎙️ Voice Actor(s)

I may also need people for small vocal parts rather than traditional full voice acting.

For example:

  • Distant conversations
  • Laughing/giggling
  • Whispering
  • Short lines of dialogue
  • Background voices
  • Character dialogue

There won't necessarily be huge amounts of dialogue.

What I'm doing

I'm the programmer and main developer, working in Godot. I'll be responsible for the programming, game systems, integration, and overall development.

What I'm looking for in collaborators

I'm not looking for someone who can simply make one asset and disappear. I'd prefer people who are genuinely interested in the concept and want to contribute creatively to an indie project.

You don't need to be an industry professional. If you're a student, hobbyist, or someone building a portfolio and you like atmospheric/narrative games, I'd still be interested in talking.

If you're interested, send me a message with some examples of your work and tell me which part of the project you'd like to work on.

I'm currently developing the project myself and looking for people who want to build it together.

Quick update — the OmniCore AI prototype is now live on itch.io.

Just uploaded it. You can grab it on the page now.

Two ways to get access:

- Buy it directly

- Or get a free key by testing it and sending me a video + honest feedback

Full details on how the free key thing works are in the latest devlog

on the page — read that first if you want the free route. https://ahadprogamer.itch.io/omnicoreai/devlog/1573208/-devlog-3-omnicore-ai-pro...

Quick heads up since I've gotten this question a few times: this plugin

is for Godot 4, and for Unity not Unreal. If you're on another engine, sit

tight for now.

If you want a free key, hit me up on Discord: https://discord.gg/VcaR3krgS. Drop a message and I'll send the key over.

Thanks for following the project.

Quick update — the OmniCore AI prototype is now live on itch.io.

Just uploaded it. You can grab it on the page now.

Two ways to get access:

- Buy it directly

- Or get a free key by testing it and sending me a video + honest feedback

Full details on how the free key thing works are in the latest devlog

on the page — read that first if you want the free route. https://ahadprogamer.itch.io/omnicoreai/devlog/1573208/-devlog-3-omnicore-ai-pro...

Quick heads up since I've gotten this question a few times: this plugin

is for Godot 4 and for unity or Unreal. If you're on another engine, sit

tight for now.

If you want a free key, hit me up on Discord: https://discord.gg/VcaR3krgS. Drop a message and I'll send the key over.

Thanks for following the project.

Hello Cartien. The earliest prototype of OmniCoreAI has been released. I'm giving free access to beta testers who will test the ai and give me a feedback if you follow the devlog #3 instructions you can use the free prototype and afterwards get a one year free access to the ai. Hope you consider using our ai

Quick update — the OmniCore AI prototype is now live on itch.io.

Just uploaded it. You can grab it on the page now.

Two ways to get access:

- Buy it directly

- Or get a free key by testing it and sending me a video + honest feedback

Full details on how the free key thing works are in the latest devlog

on the page — read that first if you want the free route. https://ahadprogamer.itch.io/omnicoreai/devlog/1573208/-devlog-3-omnicore-ai-pro...

Quick heads up since I've gotten this question a few times: this plugin

is for Godot 4, not Unity or Unreal. If you're on another engine, sit

tight for now.

If you want a free key, hit me up on Discord: https://discord.gg/VcaR3krgS. Drop a message and I'll send the key over.

Thanks for following the project.


Exactly, it really does depend on the game's core design goal. A pure power fantasy needs predictable fodder, whereas a tactical challenge needs something smarter.

I wanted to clarify the bigger picture for this project, though, because it's actually designed to go way beyond just enemy combat or boss fights. The goal is to build a completely all-purpose, multi-genre AI tool.

It's meant to adapt entirely to whatever personality and constraints the developer sets up. For a power fantasy game, a developer could easily code an NPC to be a total coward who panics and runs away from the player, making the player feel even more powerful.

Because the backend handles general-purpose actions (moving, interacting, talking), it can be applied to almost anything. It could be a friendly companion that keeps you company and talks to you organically without relying on a rigid, hardcoded dialogue tree. It could be an unpredictable driver in a racing game, or even a non-human entity like a pet dog or cat that learns your habits.

Ultimately, it's a tool meant to give devs a break from scripting endless "if/then" scenarios, letting them just define the character's core traits and letting the AI adapt to the game world naturally!

Thanks for this breakdown, you actually hit on the exact core of what I’m trying to solve!

I completely agree that an AI playing with flawless, machine-like precision ruins the illusion of a living character. My goal with this system actually aligns perfectly with your point about personality, phobias, and biases.

The idea isn't to create a "try-hard" killer, but to give developers a framework where they define those exact traits—like arrogance, cowardice, or irrational fear—and let the AI organically live them out. If a developer sets an NPC's personality to "arrogant," the AI will genuinely think it's at the top of the world, making rash, reckless decisions and attacking a high-level player even if it has zero chance of winning. If they are a "coward," they might actively abandon the player the second a fight looks bad.

Furthermore, this isn't just meant for enemy bosses or human characters. The vision here is a completely multi-purpose, cross-genre tool. It could power a dynamic companion that talks to you organically (not just spitting out hardcoded lines, but generating unique, personality-driven responses), a cautious driver in a racing game, or even a pet cat that learns your habits and reacts dynamically.

By taking the heavy lifting of behavior tree scripting off the developer's plate, the goal is to let you just set the "soul" (the numbers, traits, and constraints) and let the AI handle the complex, unscripted execution.

Thanks for checking out the project and for the solid feedback—I totally get your point about games like Hollow Knight, where predictable patterns are actually what makes mastering the game satisfying, so adaptive AI definitely isn't a one-size-fits-all solution. To answer your practical questions, since the AI runs through API calls, an offline mode is honestly something I don't have a perfect answer for just yet and am still trying to figure out. For slow networks, the plan is to use a live API connection like WebSockets so data transfers in small, fast chunks rather than one massive payload, though a really bad internet connection will always be a tough hurdle to fully solve. You won't have to manage or host any models yourself; it's a service where you just download a plugin, integrate it into your code, and make API calls while the backend handles the heavy lifting. It's also not locked to any specific genre or just combat—the goal is to make it a general-purpose plugin where you call functions to make it do whatever you need, whether that's walking, talking, or navigating your specific game world. Right now, it operates around a core set of action functions like move, jump, and attack, so you have to code your game's unique mechanics around those existing hooks, but I'm currently working on expanding it to support direct input calls in the future so it can handle complex, custom actions like swimming or shooting natively without you having to code workarounds.

also my servers had some technical problem that made it unable to use some features but its fixed now so it will work thanks for trying the ai.

Let’s say you want an NPC that can talk, navigate, fight, or even become a loyal companion for players—but you don't want to rely on rigid, predictable programming. For my future games, I want to create AI agents that feel entirely natural. I’m moving away from hardcoded NPCs that blindly execute scripts and endlessly repeat the same pre-written lines.

Instead, I am building an AI that dynamically adapts.

Breaking the Predictable Boss Pattern

In most modern games, bosses and NPCs follow strict, hardcoded behavior trees. Once a player observes and memorizes these patterns, the challenge fades. I want the combat in my future games to break this mold. By eliminating recognizable patterns, the enemy stays unpredictable and engaging.

To achieve this, I am developing a smart AI system capable of:

  • Real-time Observation: Analyzing the player's movement and positioning.
  • Adaptive Learning: Dynamically figuring out where, when, and how to counter-attack based on the player's habits.
  • Contextual Evolution: Fighting smarter as the battle progresses, actively learning about its enemy.

Overcoming Hardware Constraints

Building and running a powerful AI model requires massive VRAM and computational power—resources I currently don't have. Despite these hardware limitations, I have managed to scrape together a working prototype that achieves this goal!

Current Prototype Status: Because it is running on limited hardware, it is still a work in progress. It currently suffers from some latency (response delay), and its physical movement is limited to basic navigation. However, the foundational logic is alive and working.

Test the Browser Demo Now!

I have launched a live, browser-based demo featuring this integrated AI so you can experience it firsthand. Because it runs directly in your browser, there is nothing to download.

The AI features a flexible, multimodal communication system. You can mix and match how you interact based on your preferences:

Your Input Response Setting What You Get
Voice (Mic) or Text Text Only Text response
Voice (Mic) Voice TTS Audio voice reply
Text Voice TTS Audio voice reply

https://ahadprogamer.itch.io/omnicoreai

Hey everyone,

I’ve been working on a prototype for a dynamic NPC system that moves away from traditional behavior trees. Instead of following a hardcoded pattern, the agent uses real-time observation to analyze player positioning and habits, adapting its counters and fighting "smarter" as the battle progresses.

I have a basic browser prototype running, but as I look toward the future of this tech, I want to get some brutal honesty from other devs.

Is a truly adaptive, learning AI actually useful in game design, or is it a waste of resources?

I’m wrestling with a few specific questions and would love your perspective:

  1. The Player Experience Problem: Game design usually relies on readability and fair play. If a boss perfectly adapts to a player's habits and eliminates recognizable patterns, does the fight remain fun, or does it just become frustrating because the player can't "learn" the encounter?
  2. The "Goldfish" vs. Narrative Balance: If an NPC is purely adapting to systemic data (positioning, combat habits), how hard is it to keep them feeling like a character with a personality, rather than just an unpredictable math equation?
  3. Hardware & Latency Trade-offs: Right now, running this model introduces a bit of latency and local hardware strain. In your own projects, would you ever sacrifice frame rates or VRAM budget for smarter NPC logic, or will graphics and physics always win that budget battle?
  4. Would you use it? If a tool like this was lightweight and easily integrated into Unity/Unreal, would you actually consider adding it to your game, or do you prefer the absolute control that behavior trees and scripts give you?

Would love to hear your thoughts, especially from designers and programmers who handle combat and AI!

link to the project https://ahadprogamer.itch.io/omnicoreai

i made a small mistake here if your input is text and you select voice tts response than you will get voice response not text response basically the response you select you will get the response hope you try it to see.

(1 edit)

Imagine a Dynamic NPC That Truly Learns

Let’s say you want an NPC that can talk, navigate, fight, or even become a loyal companion for players—but you don't want to rely on rigid, predictable programming. For my future games, I want to create AI agents that feel entirely natural. I’m moving away from hardcoded NPCs that blindly execute scripts and endlessly repeat the same pre-written lines.

Instead, I am building an AI that dynamically adapts.

Breaking the Predictable Boss Pattern

In most modern games, bosses and NPCs follow strict, hardcoded behavior trees. Once a player observes and memorizes these patterns, the challenge fades. I want the combat in my future games to break this mold. By eliminating recognizable patterns, the enemy stays unpredictable and engaging.

To achieve this, I am developing a smart AI system capable of:

  • Real-time Observation: Analyzing the player's movement and positioning.
  • Adaptive Learning: Dynamically figuring out where, when, and how to counter-attack based on the player's habits.
  • Contextual Evolution: Fighting smarter as the battle progresses, actively learning about its enemy.

Overcoming Hardware Constraints

Building and running a powerful AI model requires massive VRAM and computational power—resources I currently don't have. Despite these hardware limitations, I have managed to scrape together a working prototype that achieves this goal!

Current Prototype Status: Because it is running on limited hardware, it is still a work in progress. It currently suffers from some latency (response delay), and its physical movement is limited to basic navigation. However, the foundational logic is alive and working.

Test the Browser Demo Now!

I have launched a live, browser-based demo featuring this integrated AI so you can experience it firsthand. Because it runs directly in your browser, there is nothing to download.

The AI features a flexible, multimodal communication system. You can mix and match how you interact based on your preferences:

Your Input Response Setting What You Get
Voice (Mic) or Text Text Only Text response
Voice (Mic) Voice TTS Audio voice reply
Text Voice TTS Voice TTS

Watch the Preview

If you prefer not to play the browser demo yourself, I have uploaded a gameplay video below. You can watch the AI in action and judge its current capabilities for yourself!

I would love to hear your feedback, thoughts, or suggestions on how to improve this system!

is the game only web browser game type or any kind can work?

well im new and dont know anyone who will make assets for me so i use ai to make them. i made my first demo game with only ai assets alone and i want you to try it for me if you can i need some feedback its my first game so it would not good i guess but pls try it and give a feedback
https://ahadprogamer.itch.io/throwbackescapehouse13

because im more like visionist who thinks about what kind of game it would be, and im embarassingly bad at making the actual game i dont know half of what the game engine im using can do and i dont want to embarass or slow a team down cus of so i dont even make a team. i made my first demo game with only ai assets and stuff alone. if you can i want you to try it and tell me about it how you feel about this game
https://ahadprogamer.itch.io/throwbackescapehouse13

im a new dev and cant make assets can i use the assets made with ai?