To me who has maybe put 20-30 hours into Factorio, this is even more impressive stuff than some of the Blender videos I've seen... just mind-boggling.
9,415 karma · joined March 25, 2011
iOS developer by night
https://silentshark.app - Tactical map-based WW2 submarine simulator for iOS, Android, Mac, PC, Linux, Web
https://smoothtrack.app - VR-style head tracking app (iOS + Android) for PC sim games. Replaces the need for a $150+ TrackIR system.
https://mindscopeapp.com - Text canvas outliner, thought organizer (macOS, iOS)
http://appstore.com/johngoering - other apps
To me who has maybe put 20-30 hours into Factorio, this is even more impressive stuff than some of the Blender videos I've seen... just mind-boggling.
That idea bounced around in my head for ages until I decided back in February to give it a shot and make a prototype. It turned out that the prototype was a lot of fun so I kept going :)
I began working on this game just 6 months ago and have only worked on it in my spare time in evenings and on weekends, instead of playing computer games. I made the early decision to use Codex for 100% of the coding, that has been a phenomenal experience.
The only Image Gen AI I've used has been to clean up 2 old and weathered historical maps I found, to make them readable.
Still have over 25,000 Steam wishlists and growing. I'm super thankful and having a blast.
But I did grow up with Silent Service II. And it turns out, the subsim niche is bigger than I had thought. Very fun!
For Silent Shark, the map being kind of the "protagonist" if you will and then having the trays of buttons or instruments on the side was also kind of the idea in my head from the beginning.
Till now at least from sub sim fans I've heard nearly only praise for the design. But to be fair, most of the more famous submarine sims aren't necessarily known for beautiful clean UI anyways, so it's not like there are high expectations I suppose. :)
The only AI graphics in the game (as described on Steam) are literally just clean-up jobs of existing historical maps. That is it.
This is very much a hand crafted game. The design is my own - what I heavily used AI for was the coding side of things as well as for creating my own tools for myself to design things like ships, instrument dials, shipping lanes, etc.
I designed Silent Shark to be the sweet spot of minimalism meeting realism of dials and procedures (like a simulated Torpedo Data Computer) that scratches my simmer geek itch without being impossible to write the game myself.
https://store.steampowered.com/app/4705650/Silent_Shark/
Browser demo: https://silentshark.app/alpha
I've been pleasantly surprised at the community beginning to get excited about the game.
The unreliability is something that seems like it might be a temporary early stage.
> How long did it take you?
It's taken about 3 months of my spare time (some evenings and a few weekend afternoons) so far.
> Is any of it vibe-coded?
I actually started the project back in February as an experiment to train myself in prompting and to see how far I could get using Codex and letting it do literally all the coding for me. It turned out, I could go all the way. I have not touched a single line of code myself (I have only tweaked some CSS from time to time). This project has led me to realizing my 20+ years of professional experience in coding are clearly worth far less than they were just a couple years ago...
> As you already stated, the browser version is a Vite/TypeScript app, but what programming language is the actual game in?
The actual game is written in TypeScript. For the Windows/Mac/Linux/Steam Deck/iOS/iPadOS/Android builds I'm using Electron to package it (which has surprised me for how well it's working even though I always kind of hated Electron...)
(And another reason is that it was a simple way to get some stirring music without needing to find a way to write my own.)
I have gone back and forth on whether to describe how to use the tools or instead to explain goals. I get what you're saying and will give this more thought.
(And the fact remains that with this many tools, it's simply really challenging to explain it in a clear and elegant way on a small device.)
Once you "get it" and know how everything works, then I think it can work well...but for something this complex, the issue is definitely going to be onboarding.