About
Slip & Die: Banana Killers is a third-person shooter about 30-centimetre bananas. It is a personal indie project, and part of the experiment is to see how far a virtual development team of AI agents can go when two people steer it. The agents write the code; we decide what to build, play every build and send back what is not good enough. I am happy to write up the workflows that turned out to work, if people are interested.
arf
Lead designer
arf has spent 25 years in software: first writing it, then leading development teams at multinational companies. Slip & Die is his own project, separate from that work. He sets the direction and the priorities, builds the levels, and plays every review build. Nothing counts as done until arf has accepted it in the game. He is also the narrator of this devlog: when a post says "I", it is him.
GattixGGX
Combat designer, characters and animation
GattixGGX designs how combat works: weapon balance, armour, encounter rules and the systems that decide what happens in a fight. He will also make the final character models and animations; the player and the Overripe Brute in the early posts are placeholders until his arrive.
The agents
Implementation, research, documentation, first review
The code is written by AI agents, who also do the research and the first-pass review. They work on a machine without a graphics card, which is why the game has to run headless and why some of the videos here are software-rendered.