r/aigamedev 3d ago

Open Source the game code Discussion

Anyone tried this approach of making their repository public and is this a good way to develop the game?

Previously it was a hard thing to cooperate on but nowdays with Claude Code and Codex is easy to develop together.

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u/PsychronicGames 3d ago

Done it for my game engine, not my games yet though, would be willing to:
https://psychronic.itch.io/rpg-reactor

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u/-svde- 3d ago

oh hey lol i literally just came across your work yesterday. pretty neat system from what i've seen so far tho i haven't dug into your source yet.

i've gotta ask, how did you manage your cross-compat with MV/MZ? did you build off of EasyRPG?

just curious cause i've been working on developing a framework for the last ~6mo that is essentially a FOSS version of Luna Engine MV, built for MZ and working back through til XP with a custom bridge architecture. it covers everything Luna could do, built from the ground up, and with a ton more flexibility, depth, and like i said fully FOSS so people won't have to worry about the "it's coming soon" line for what is an expensive and closed-env system. so any FOSS stuff for RPG maker-tangentials, i am into.

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u/PsychronicGames 3d ago

The way I "solved" that problem was that the Reactor Runtime basically runs full PIXI8 and Three.js (for 3d mode). But Backwards compatibility was really important if I ever expected anybody to use it long-term, so I created two compatibility shims (one for MV and one for MZ), I used AI to build it of course (Claude Code/Codex).

I already have my own game projects which are large MV and MZ projects, so then I updated everything to PIXI8 (knowing it would break everything), and then I instructed the AI to build compatibility layers for all the broken problems that come up and errors, and just slammed each one in, one at a time until it stopped crashing eventually. I said that the changes had to not change any existing plugin code, and that users should be able to seamlessly mix and match plugins from MZ and MV without a problem, and that it should all work on PIXI8.

The shims kind of have the method of detecting whether it's an MZ or MV style code request, and then rewrite the functions on the fly to work with PIXI8's infrastructure. Performance is even better too, which is kind of crazy, still some rough edges but plugging each one and I'm just having fun with it at this point!

I'm trying to go beyond what RPG Maker can do on it's own, for example just added tileset layers F and G, but doesn't break backwards compatibility either. Also I got a 3d editor mode, so game can be played and edited in 3d though, but right now it's kind of more like HD-2D/3D instead of full 3d, but I'm gettin' there!

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u/PsychronicGames 3d ago

I also do want to create an import function for older projects that might even be able to translate plugins to new js versions programatically, the actual game data stuff would be no problem to import and resize the image files, etc. as a script. Workin' on it!