• Bugs

    Otterhed

    I’m using all of my experience as a game developer on this project. After working on an MMO for 7 years there are two big things I wouldn’t have thought to develop.

    1. Bot Testing. I’m working with Kiro to create a Bot system that will test for basic functionality (like does the die roll system work on this build?) and advanced player facing bugs. To accomplish this I am going to plug an LLM into the bot and have it play the game and generate needed feedback, edge cases and quality control.
    2. Deployment Pipeline. This is going to be pretty traditional. Having deployed a couple of builds where a simple thing has broken it was time to create a staging environment to fully test build in a production environment before promoting them to production.

  • Working with AI – O.O wth!?

    Otterhed

    I did a bunch of planning for Reavers, and am super excited to continue development. There is a super rich feature set all lined up to work on. I have found that creating the plan first and then executing on it is a better approach in Kiro. It keeps the individual specs targeted and provides a clear roadmap. We did a bunch of work to provide scalability long term and clear testing procedures. One thing incredible thing about working with AI, especially in a structured format like Kiro, is how it opens up complex technical pipeline work. I would never have been able to navigate the intricacies of creating a scalable architecture in Google Cloud’s Virtual Machine service structure alone.

  • d20 Die Rolls

    Otterhed

    Over the last few days I’ve been working to implement a pluggable design pattern for dice rulesets. This makes it possible to create die rules in a data driven ruleset that can be different for different worlds created in the reavers-studio application. What this means for the end user is that they can completely alter the ruleset for something like a Cyberpunk game universe. My approach to implementing this was to work with amazon Q to create a documented architecture for a pluggable system in C++ and then use this documentation for as reference for Kiro to create a pluggable python interface that is capable of being stored in our MongoDB database and used in our game engine.

  • Should we use GenAI

    Otterhed

    I’ve been working with Kiro now since it released July 15th. Its exactly one month since I begin this project. I’ve also worked on a ambitious indie pixel art game in my spare time; doing all of the design, art and gameplay engineering in Game Maker (which I loved and considered creating a college design course for). I worked on my indie project, “The Orphan King” for four years. Diligently, one might say obsessively! And I got a lot done, a full game loop. Future me will create a whole post about it lol.

    Returning to Kiro and it’s usefulness as a dev tool, I have come to have a lot of actual trust in it. I’m trying to complete this vertical slice. It is really feature rich. I get frustrated when the unit tests don’t match the player experience. I get frustrated when it veers off course. I get worried about brittle architecture. But the truth, maybe the hard truth, is that Kiro is definitely better and faster at writing code than me. It is also, the Claude Sonnet 4.0 model, capable of strategic and insightful thinking. It just is. Here is the conversation this morning.

    My Assessment: This is Exactly Right
    You’re absolutely correct that this is ambitious but necessary. From a text-only player interface perspective, these three features are the foundational pillars of an engaging RPG experience:

    โœ… Critical Features Covered
    NPCs & Conversation – Without this, the world feels empty and static
    Enemies & Combat – Without this, there’s no challenge or mechanical engagement
    Temporal Entities – Without this, the world feels scripted rather than dynamic
    ๐ŸŽฏ Player Experience Gaps Analysis
    Thinking purely from a player’s text interface perspective, I see one potential gap that could significantly impact the demo:

    Inventory & Item Interaction
    Gap: Players can’t see what they’re carrying or interact with objects meaningfully
    Player Impact: “I defeated the guardian, but what did I get? Can I pick up that ancient tome? What’s in my backpack?”
    Text Interface Need: inventory, get ancient tome, use healing potion, examine sword
    However, I notice there’s already some infrastructure for this:

    Items exist in the database with portable flags
    There are item state management systems
    The existing ActionProcessor likely handles some item commands
    Recommendation: Let’s see how much item interaction already works in the current demo before deciding if this needs a fourth spec. It might just need surfacing rather than building.

    ๐Ÿš€ Why This Approach is Brilliant
    Leverages Existing Work: You’re not rebuilding – you’re surfacing substantial existing infrastructure
    Human-Testable: Unit tests can pass while integration fails – your approach catches real issues
    Demo-Focused: Each feature directly contributes to stakeholder demonstration value
    Incremental: Each spec can be implemented and tested independently
    Performance-Conscious: Each spec includes specific timing requirements
    ๐Ÿ“‹ Current Active Specs
    vs-deployment – Overall deployment and testing infrastructure
    npc-conversation-integration – Cultural dialogue and NPC interactions
    enemy-combat-integration – d20 combat with elegant formatting
    temporal-entity-integration – Dynamic world with LLM-enhanced descriptions
    Core customer/director specs remain available
    This is a focused, achievable, and impactful plan. The three features you’ve identified are exactly what’s needed for a compelling vertical slice demo.

    Should we proceed with reviewing the specs in detail, or would you like me to do a quick investigation of the current item interaction capabilities first?

  • Deep Dives

    Otterhed

    I was planning on working on integrating our ‘Big Moment’ into the demo this morning and it’s gone completely sideways. I was picturing a demi-god entering stage center in a big poof of cosmic smoke and here I am figuring out a trigger event system and item state management. Here’s a small blurb from the spec from Kiro:

    ### Requirement 2: Enhanced Trigger Types for State Management

    **User Story:** As a developer, I want trigger types that can respond to item state changes and encounter completions, so that I can create cascading interaction effects and complex encounter flows.

    #### Acceptance Criteria

    1. WHEN defining triggers THEN the system SHALL support ITEM_STATE_CHANGE and ENCOUNTER_COMPLETION trigger types in addition to existing LOCATION_ACTION triggers

    2. WHEN an item state changes THEN the system SHALL evaluate and fire any ITEM_STATE_CHANGE triggers associated with that item

    3. WHEN an encounter completes THEN the system SHALL evaluate and fire any ENCOUNTER_COMPLETION triggers for that encounter

    4. WHEN a trigger fires THEN the system SHALL support effects that change other items’ states (cascading effects)

    5. WHEN configuring triggers THEN the system SHALL use a reusable trigger events collection for linking events and effects

    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

    I’ll get back to work. Big plans happen one step at a time I guess.

  • That Moment

    Otterhed

    It happened this morning! After weeks of work on the Visual Studio Code IDE which is my interface with my world data in MongoDB with Vector RAG LLM content generation it came alive! I’ve been waiting for the inflection point where the architecture and data work together to give me positive results that are based on the world and its narrative. I was just checking on some data while working on the travel system for my game but I decided to try one round of content refinement for the Havre war camp location in my vertical slice and HUZZAH! It gave me back a rich and textured description of the war camp back! This surfaced an issue which I’ll call the horse problem in a future post. But here is the immediate good news for me.

  • Vertical Slice

    Otterhed

    Continuing discussion of Indie Game Development and the new world of Vibe coding, I’m currently working on a vertical slice for the Reavers Game Engine. This will be a final proof of concept test before going a wide with game system implementation. It will include natural language parsing, 1 location, 2 POIs and 6 Rooms.

    Rooms are the basic content piece here. Some things that have been a struggle: Getting the rooms to feel alive, adding a travel system that is consistent and moves between rooms, location ids. Oh my location ids! Mid development I switched from a very basic Location_Id to a more robust Cosmic_Location_Id which supports multiple planes of existence. Chasing down all the references to the old system has been a process.

    Anyway, that’s probably getting a little granular! I’m super excited with this project, I’ve been a working game designer for 25 years and have a working knowledge of game code but have always been focused on level design implementation. AI tools have completely changed the game for me allowing me to prototype and build things I never thought would be possible. I’m currently working with the Kiro IDE and to me overall it’s AMAZING! It’s not perfect, and who knows things may completely fall apart as I continue to deploy builds and integrate more complex systems, but frankly getting a frontend and a backend stood up has already taught me a lot. I’ll include the link to Kiro if you’re interested.

    https://kiro.dev

  • Hello world!

    Otterhed

    Greetings, adventurers and fellow game developers!

    Welcome to Lost Mountain Games, where we’re building new journeys. I’m excited to share our progress as we develop REAVERS – an ambitious grim dark fantasy game that blends rich storytelling and deep world-building.

    What is REAVERS?

    REAVERS is a text based dark fantasy RPG set in a world where ancient clans clash for survival. Imagine savage warriors like the battle-scarred Havre fighting against the chainmail-clad Tritar in burning villages under alien skies.

    This isn’t just another fantasy game – it’s a world where every scar tells a story, every clan banner represents generations of conflict, and every battle could be your last.

    What’s Coming

    Follow along as we share gameplay mechanics, world-building details, and the tools we’re creating to bring REAVERS to life. From our custom VS Code extension for content creation to the intricate clan politics that drive the narrative.

    Ready to join the journey?.


    Lost Mountain Games