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Dad and Son Vibe Code an RPG Game

Kun ChenJuly 13, 202639m
In a Nutshell

An 8-year-old and AI collaborator build a 2D top-down roguelike RPG where a wizard rescues friends stolen by monsters, using three spells (thunder strike, remote burst, beam of light) and side quests for keys and buffs. The final single boss has high health, multiple attacks, and drops a key to free the friends; death drops items that must be retrieved. The session ends with a playable build featuring cutscenes, a wobbly bridge parkour section, moonberry collection, and character selection with different wizard abilities.

AI-Generated Notes

These notes were generated by AI and may contain inaccuracies.

Eddie introduces himself as an eight-year-old with his own YouTube channel. The session uses Hibbit, a chatting app where users build games or quizzes with an AI buddy named Bit. Bit collaborates on game creation based on user instructions.

The game involves rescuing friends stolen by monsters. The player is a wizard on a journey with side quests that provide information or tools to help reach and save the friends. The concept is described as an RPG roguelike.

Two art styles are explored in a throwaway project: pencil art and pixel art. The decision is made to test both before committing to the final game.

Combat uses spells. Defeating enemies or completing side quests can reward new spells. Three spell options are proposed for testing: thunder strike, fireball, and beam of light.

Multiple boss battles are initially considered with four different monsters of increasing difficulty. Each boss drops progressively better loot. On failure, the player respawns and retries the current boss. Items are dropped like in Minecraft and must be retrieved. Later the design shifts to a single strong final boss with high health (500-750) and multiple varied attacks for unpredictability.

Pixel art is selected over pencil art after visual comparison.

Thunder strike jumps between targets when a target is tapped. Fireball acts as a projectile. The beam of light penetrates targets. All are tested in a 3D prototype, but the preference is stated for 2D top-down perspective.

The game is confirmed as a 2D top-down roguelike RPG. Thunder strike and beam of light are favored for their unique mechanics; fireball is considered too simple. Remote burst (launch then press again to explode) is selected as the improved fireball mechanic.

A four-trial boss system is tested. Mechanics include ground slams, lane attacks, and cross patterns. The player uses WASD to move and clicks to cast. Dodging visible attack indicators is required. The design later shifts to one final boss with multiple skills and higher health.

The final boss needs substantial health and multiple distinct attacks to reduce predictability. The player drops items on death like Minecraft and must retrieve them.

Remote burst is locked in as the preferred fireball variant.

The single boss drops a key used to unlock a door and free all friends. Friends are humans, some with pets. After rescue, an end screen appears with an option to restart or change character.

A wizard boss with multiple phases and attacks is tested. The player uses space to cast and WASD to move. The encounter features bullet-hell style elements and increasing difficulty.

Cutscenes are requested at the beginning, end, and during some side quests. The opening cutscene shows friends and pets at a campsite roasting marshmallows when monsters attack and steal the friends. The ending shows all friends reunited and returning home. Cutscenes should be animated, high-quality, and follow a clear story line.

The initial build includes a character selection screen with wizard types offering different abilities (beam heals, quick feet, shorter thunder cooldown). Controls use a mobile-style joystick and tap-to-cast, which is noted as needing PC optimization. A moon crystal collection objective precedes the boss fight. The boss drops a key to open a golden door and rescue friends.

The control scheme is flagged for change from mobile joystick to WASD movement and mouse-click casting for PC. The dungeon is described as too short and simple. Requests are made for more complex layouts, obstacles, and procedurally generated maps. Side quest ideas include a broken wobbly bridge requiring precise parkour jumps, jumping between trees, and a hunger bar system requiring berry collection in a forest.

The opening cutscene depicts a campsite scene with characters Meera, Theo, Nia, and Soul. A dog named Pip is mentioned. The narrative establishes the moon key, stolen friends, and the quest to follow their trail. A second scene references three moon crystals awakening a shrine and revealing the guardian's weakness.

The team discovers a moon shrine that provides a buff upon awakening. One clue has been found along with a brave cat companion. The pets are confirmed to perform actions in the game.

After dying, the game restarts with the cut scene added. The game remains fundamentally the same with the addition of the cut scene. A skip option is available during cut scenes.

Walls are present that cannot be crossed, requiring players to follow the camp arrow. Food items are available to collect. The wobbly bridge requires stepping on bright boards when they stop shaking. A safe retry flag exists at this location.

The player becomes stuck and cannot move, appearing to be caught in a wall. The decision is made to refresh the game to resolve the issue.

The bridge presents a difficult mechanic. A bug is identified where stepping onto the bridge causes the player to get stuck in the wall. The bug is reported to Bit with the description that after the cut scene, movement becomes impossible.

The specific issue occurs when stepping onto the bridge, resulting in getting stuck in the wall. The team continues testing while the bug is being addressed.

The Ember Wizard character is selected for testing. The thunder ability effect is noted as only showing a yellow circle rather than the expected visual effect. The remote bursts ability is also referenced.

A beam of light effect is observed on the bridge. The team notes that the thunder ability did not display its proper effect, showing only a yellow circle instead.

The bridge length appears to have been shortened. Moonberries are collected as items. The first difficult challenge of crossing the bridge is addressed.

A monster is killed before attempting the bridge crossing. The boss gate area is discovered. The boss cannot reach the player when positioned behind a specific line. Keys are obtained when the guardian drops them.

The key is collected from the guardian drop. The objective is to bring the key east to the golden prison gate. A short space interaction occurs.

The bossy shine opens the way. Fox, Pip, and Bunny are confirmed safe. The group returns home together before sunrise. The next trip will involve monster proof marshmallows. The quest is marked complete with the message "No friend and no pet left behind." The level is finished successfully.

The team wins the level. The session ends with plans to fix the boss behavior in a future session. The video concludes with goodbyes to viewers.

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