Thursday, August 7, 2025

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

Mrphil


Hey fellow devs! :wave:

I’m Philip aka MrPhil, and I’ve been constructing a stylized sci-fi 4X technique sport known as Stellar Throne — assume house fleets, alien diplomacy, and AI-powered opponents… all crafted in Zig with a customized SDL2 engine.

This mission started as an experiment in what I name Agentic Recreation Improvement — utilizing Claude and ChatGPT not only for code era, however as collaborative “junior devs” who assist with design, testing, and even refactoring. That experiment became the complete sport you’ll see right here.


What’s Stellar Throne?

A procedurally generated galaxy the place:

  • You discover new star techniques and colonize alien worlds
  • Wage fleet battles and floor invasions
  • Interact with AI empires that (hopefully) assume strategically
  • Handle tech timber, shipyards, and planetary development
  • All introduced in a clear, readable, vector-style UI

I’ve been targeted on three pillars:

  • Readable Star Map – Prioritizing readability over noise
  • Competent AI Opponents – AI that does not stall or turtle endlessly
  • AI-Assisted Dev Workflow – Most techniques are co-authored with Claude and GPT


Tech Stack

  • Language: Zig
  • Rendering: SDL2
  • Asset Pipeline: Customized instruments + AI-generated spritesheets
  • Workflow: AI-assisted utilizing Claude, ChatGPT, and prompt-engineered pipelines


Screenshots, Options, and GIFs coming quickly…

I’ll be utilizing this devlog to share:

  • Visible progress (maps, fleets, planets)
  • System design (fight, diplomacy, exploration)
  • Experiments in agentic coding
  • Behind-the-scenes classes (together with AI fails and surprises)

For those who’re concerned with:

  • Constructing technique video games from scratch
  • Utilizing AI as a part of your dev workflow
  • Zig sport improvement

…then I believe you’ll take pleasure in this thread.


Observe progress right here:
Wanting ahead to your suggestions, concepts, or simply watching alongside!

Cheers,
– Mrphil

« Final Edit: August 02, 2025, 09:57:59 PM by MrPhil »

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

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Mrphil


Title: Refactoring, Regression Fixes, and the Case In opposition to Unit Checks?

Immediately was a busy one for Stellar Throne. I pushed by means of an extended listing of regression fixes and at last obtained unit check failures right down to a single case associated to sport save versioning. I additionally redirected all checks to a separate test_saves listing to keep away from interference with the primary sport information — one thing Claude had been lacking.

UI obtained some much-needed love immediately too:

– Prime-bar buttons for Analysis, Diplomacy, Ship Construct, Building, Fleet Administration, and Bombardment are all again.
– Now you can double-click planets to leap into development, and double-click stars to entry the shipyard.
– I additionally fastened UI quirks like not having the ability to choose the final merchandise in a panel, and chronic notifications not returning if a mission wasn’t chosen.
– Fight bugs are getting squashed as properly. Battles between AI empires now not cling the sport, and switch processing now has a wait animation to switch the “Pause” message.

However the largest lesson immediately? I am questioning the ROI on unit checks. Whereas they’ve helped Claude keep aligned in principle, in apply they not often catch manufacturing points. The actual failsafes are nonetheless my guide playthroughs and design audits.

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

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Mrphil


Stellar Throne Devlog — Section 6 Full, Diplomacy & Polish Start

Immediately marked a serious milestone: Section 6 is full! Galaxy Technology is now finalized, and I’ve formally kicked off each the AI Methods and Diplomacy phases. The primary AI behaviors are in movement, and the foundations of diplomatic postures are coming on-line.

I additionally posted the most recent e-newsletter and glued a difficult bug with the fleet-splitting UI, the place ship choice wasn’t responding. That one was delicate however satisfying to squash.

I’ve began on Section 7 — “Polish the Polish” — the place I refine interplay particulars, suggestions animations, and total sport really feel. It’s nonetheless early, however I’m excited to start out layering readability and visible cohesion.

One experiment didn’t pan out as hoped: subagents in Claude. Whereas conceptually interesting, they aren’t robotically leveraged in workflows, so their worth is restricted until I manually invoke them. Nonetheless, they assist maintain the context clear.

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

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Mrphil


Stellar Throne Enters Alpha: Polish, Audio, and the Godot Port Begins

Immediately marked a turning level in Stellar Throne’s improvement — I’ve formally reached what appears like an Alpha milestone. The core gameplay loop is playable, the techniques are largely in place, and whereas many options are nonetheless rudimentary or placeholder, the construction of the sport exists end-to-end.

I kicked off Section 7: Polish the Polish and Section 8: Audio & Superior Visible Results, however I’ve shortly realized that I’m bottlenecked by asset limitations — each sound and visuals. It’s in all probability time to deliver on an Artwork Director to raise the sport’s feel and look with skilled steering.

The opposite massive improvement? I’ve begun porting Stellar Throne to Godot. Claude estimated a couple of week of labor, and I’ve already accomplished the foundational port, galaxy rendering, and core logic migration. Utilizing Godot opens up a number of thrilling prospects:

WebGL help for playtesting on itch.io
A correct UI editor (quite than constructing interfaces by means of AI prompts)
Streamlined asset integration and animation pipelines
That is all made attainable due to the accelerated improvement AI gives. What would usually take months has taken weeks — and I can really feel the momentum constructing.

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

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Mrphil


Immediately’s Godot port made big strides throughout core techniques:

– Section 3.6: Fight & Navy Methods
– Section 3.7: Strategic Layer
– Section 3.8: Superior Options
– Section 4: UI System
– Section 5: Integration & Testing (in progress)
One massive shift I observed immediately: debugging with Godot + Claude introduces a workflow tax. Since Claude can’t see the Godot runtime logs straight, I now need to manually screenshot errors and paste them in. This provides friction in comparison with my Zig workflow, the place Claude may learn the logs, compile the mission, and even counsel fixes with out guide enter.

Commerce-offs changing into clear:

Godot
+ WebGL, cross-platform help
+ GUI instruments and reside UI previews
– Slower iteration (have to reload manually)
– No direct entry to logs

Zig
+ Simpler automated debugging
+ Claude can construct & run checks straight
– No built-in deploy pipeline
– Non Visible UI Editor
General, I nonetheless really feel optimistic in regards to the swap. As soon as the core pipeline is smoothed out and testing built-in, the advantages of fast deployment and visible enhancing could outweigh the added friction.

Tomorrow I’ll concentrate on fixing the save/load integration and start real-world gameplay checks contained in the Godot port.

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

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Mrphil


Immediately marked an enormous milestone — the Godot port of Stellar Throne is functionally full. I wrapped up the ultimate phases of integration, testing, and UI sharpening. A lot of the core techniques are actually operating in Godot, together with fleet journey, the analysis system (96 techs with tier unlocking), fog-of-war rendering, and responsive element panels for stars, planets, and fleets.

Whereas the port wasn’t 100% full — I estimate about 20–30% of the unique Zig/SDL2 performance nonetheless must be rebuilt — the trade-offs really feel value it. I’ve gained a cleaner UI, smoother navigation instruments, and entry to Godot’s highly effective exporting pipeline (WebGL, platform builds), editor-driven UI, and runtime debugging.

Bug looking continues. I’ve already addressed lacking header fonts, fleet icon visibility, and notification habits. Button layouts have been reorganized for higher readability, and I am lastly seeing visible polish emerge from the workflow.

From right here, it’s about rebuilding what was misplaced and increasing ahead from a stronger basis.

Stellar Throne – A Stylized Sci-Fi 4X Recreation Constructed with AI and Godot

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