Marek’s Dev Diary: May 22, 2025

What is this

Every Thursday, I will share Dave’s notes about what we have been working on in the past few weeks. I will focus on the interesting challenges and solutions I faced. I will not be able to cover everything, but I will share my interest.

Why do I do that

I want to bring our society on this journey, and I simply like to write about the things I am excited about! This is the unarmed Dev Journal magazine, so please take into account that what I write here is my thoughts and will be old while you read this, as many things change quickly. Any plans I mention were not appointed to the stone and everything is subject to change. Also, if you don’t like spoilers, do not read this.

Artificial intelligence people

This week, I focus on the AI ​​People project. We return to drawing panels, and redesign both playing and technology behind AI NPCS. Our goal is to make NPCS more orientation towards the goal, with distinguished personalities, able to solve environmental and social challenges. Their interactions-with each other and the player-must lead to emerging stories and increased butterfly-like reactions that extend from hours to weeks.

I decided to work on the initial model in person, so the colleague was coded throughout the day. VIBE coding is when you direct a coding factor (such as an indicator, Openai or JULES) to independently make changes on the base of the code. He is going well – it seems that we can achieve it in one day. Repetitions and feedback rings are much faster, which means that we can the initial model at an incredible pace.

Today, we also carried out automatic tests. After the agent completes software changes, he operates the tests, and based on the results (for example, if some tests fail), he begins to fix the same problems. This new workflow is a changing games because we no longer have to copy the mistakes of the young from the records. The tests were also written by the agent, which saves us more time.

I am already looking forward to the next five years when this workflow is simpler and faster. Just imagine asking something like “adding basically NPC procedures like Goto (), Attack (), Harvest () – planned and executed by sequences”, and the agent makes changes, tests them, and provides an interactive game per second.

Just see how quickly the new LLMS: https://x.com/inceptioniailabs/status/189484791962462794

Space engineers

Every two weeks, we hold an internal presentation every two weeks as the individual teams share their progress. This week’s session was particularly exciting!

SE1 team

The SE1 team shared its progress in the new survival mode and presented some new blocs, which are well formed.

SE2 team

Most SE2 team works on VS2, focusing on planets and survival mechanics. Here are some of what they offered:
  • The birth of the procedural world: This now generates the fields of the asteroid and rings with a realistic distribution.
  • Clouds: Already in the game and visible in many screen shots (although they still pull the programmer, artists will improve it later).
  • Flura Planet: We now have grass and trees on planets! At the present time, there is only one type of trees everywhere, but artists work on the library of plants that include dozens of trees, shrubs, phenobus, plants and even underwater plants.
  • Building back and welding bag: This feature is almost complete, and it is exciting because we will soon be able to play the full survival game loop and start repetition in improvements.
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Water team

The water team gave what may be the best presentation so far. They offered many impressive improvements:
  • Mohsen’s performance.
  • Cubes of a new march for the surface of the water.
  • The effects of the new particles of dynamic water (think about waterfalls and spots from your ship).
  • Improving the accuracy of water simulation, as well as many other promotions.
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Art and photos

The artists passed another pass to improve the Foxel materials for planets, and the results are amazing – the clicks began to look realistic. Moreover, our planets are completely volumetric and destroyed, allowing players to dig tunnels and add materials.
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The effects of the new particles on a fierce hydrogen gun look, and new letters are under development, which are wonderfully formed.
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It was an exciting week, and I look forward to seeing how these features developed in the upcoming notes!

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