A friend wanted to see my workflow with Astra, so I recorded how we rebuilt CyberVerse's fishing minigame, step by step ๐ฃ
The old version required players to chase the fish with their mouse. I had made it harder partly to discourage cheating, but that was not solving the real problem. and normal players were paying for it.
This time, I wanted to put fun first and handle security properly on the server.
I shared both the frontend and backend with Astra, explained how CyberVerse handles input and events, and we built from there:
1๏ธโฃ The original minigame.
2๏ธโฃ New reel-and-release gameplay, with the server controlling progress and rewards.
3๏ธโฃ A frontend pass to make the fish, line tension, and warnings easier to read.
4๏ธโฃ Final polish: casting splashes, a bending rod, stronger fish reactions, and a landing animation.
The video shows those four stages together.
There was plenty of back-and-forth too ๐
Testing inside the actual game, giving feedback, and fixing things that did not fit my engine. including a stubborn positioning issue caused by the canvas transforms.
That's the part I wanted to show fellow devs: the prompts, context, testing, and corrections matter just as much as the first generated result.
If you are experimenting with AI in game development, hopefully this gives you a practical example of the workflow.
Which stage made the biggest difference for you? ๐
@Ronin_Network
#CyberVerse #GameDev #IndieDev #Ronin #AI