Crossing the streams
At work, I’ve been diving into AI/LLM stuff, and I’m still pretty much always using coding assistants when I work on DC Tech Events. I hadn’t really attempted to bring that into game development, though. Last week, I decided to try it on my current roguelike project.
This game began life as part of a 10-day game jam, and I was beginning to regret some of the architectural compromises I made under the time pressure. In particular, the lines of responsibility were pretty murky between the class that generated maps, and the one that displayed the map and tracked positions. I gave Github Copilot some direction on what functionality belonged where, and it did a credible job cleaning things up, which made it easier for me to move on. Neat.














