저는 취미로 1인 인디게임을 만들고 있는 사람입니다. claude MAX를 메인 파트너 삼아서 두어 달째 꾸준히 굴려오고 있어요.
만들고 있는 건 '무장전'이라는 게임인데, 삼국지연의 기반 판타지 세계관에 픽셀 도트풍 전술 오토배틀러를 얹은 물건입니다. 간단히 말하면 조합형 빌드 로그라이크예요.
근데 제 성향이 꼭 뭐 하기전에 벼르고 하는 성격이라.. 막연하지만 우선은 기획에 충실하기로 마음먹고, 만들기 전에 게임 디자인 이론서부터 도서관에서 빌려서 훑어 봤습니다.
그렇게 읽은 책들에서 뽑은 개념(MDA 프레임워크, 시스템적 사고, 난이도 곡선, 밸런스 환산 등)을 제 프로젝트 언어로 다시 정리한 '차용정리' 문서를 따로 만들어두고, 그걸 기준선 삼아 설계를 진행했습니다.
그렇게 쉬엄 쉬엄 두어 달 텍스트 워크만 갈아넣은 결과, 지금까지 나온 게 대충..
[전투구조, 시너지설계, 콘텐츠 규모 (무장 182명 및 태그, 조합), 세계관]
세계관도 그냥 막 짠 게 아니라, 겸공에 나왔던 김정태 교수의 SODA(공간·사물·거주자·사건) 모델로 세계를 먼저 짓고 그 위에 WINC 모델로 스토리텔링을 얹는 식으로, 모든 칸이 "병법 완성"이라는 한 축으로 연결되게 설계했습니다. '약한 무장도 같은 병법으로 모이면 전설급 조합이 되고, 천명을 품은 군주가 들어오면 격이 오른다' 이 한 줄 법칙을 시스템·서사·연출이 전부 공유하게 만든 거예요.
"https://damoang.net/free/6522593" 이 게시물의 전투화면이, 사실 이 기획 위에서 나온 결과물이었습니다. (claude는 그림을 못 그려서 이미지만 GPT 신세를 졌네요 ㅎㅎ) 지금은 그 이미지를 UI 정본으로 삼아서 화면 설계를 이어가는 중입니다.

물론 이게 맞는 방향인지는 저도 나중에 다 만들어보고서야 느끼겠지만 말이죠.
AI당 첫글인데 너무 장황하게 작성해서 보시는데 많이 지루하셨을거라 생각합니다.
소개겸 글을 작성하다보니 본의아니게 길어졌는데. 원래 저도 짧은 글을 선호하는 사람이라.. 앞으로는 짧게 쓰겠습니다 ^^
만나뵙게되서 반갑고, 혹시 게임쪽으로 AI를 활용하고 계신분이 있다면 많은 지도편달 부탁드립니다
감사합니다.
Saya adalah seseorang yang membuat permainan indie satu orang sebagai hobi. Saya telah secara konsisten menggunakan Claude MAX sebagai mitra utama selama beberapa bulan.
Permainan yang saya buat disebut 'Perang Jenderal', yaitu kombinasi dari dunia fantasi berbasis Romance of the Three Kingdoms dengan auto-battler taktis bergaya pixel dot. Singkatnya, ini adalah roguelike dengan sistem build kombinatorial.
Namun, sifat saya adalah selalu mempersiapkan diri sebelum melakukan sesuatu... Jadi, meskipun masih samar-samar, saya memutuskan untuk fokus pada perencanaan terlebih dahulu, dan sebelum membuat game, saya meminjam buku teori desain game dari perpustakaan untuk membacanya.
Dari buku-buku yang saya baca, saya membuat dokumen 'Catatan Kompilasi Konsep' yang menata ulang konsep-konsep yang saya ambil (kerangka MDA, pemikiran sistematis, kurva kesulitan, perhitungan keseimbangan, dll.) dalam bahasa proyek saya sendiri, dan saya melanjutkan desain dengan dokumen itu sebagai garis dasar.
Setelah menghabiskan sekitar dua bulan dengan santai hanya untuk pekerjaan teks, hasilnya kira-kira...
[Struktur Pertempuran, Desain Sinergi, Skala Konten (182 Karakter Bersenjata dan Tag, Kombinasi), Dunia]
Worldbuilding ini juga bukan sekadar dibuat sembarangan. Menggunakan model SODA (Ruang, Objek, Penghuni, Peristiwa) dari Profesor Kim Jung-tae yang muncul dalam Gyeom-gong, saya membangun dunia terlebih dahulu, kemudian melapisi storytelling dengan model WINC di atasnya, sehingga semua elemen terhubung dengan satu poros yang disebut 'Penyelesaian Strategi Perang'. Saya membuat 'Bahkan karakter yang lemah menjadi kombinasi tingkat legendaris ketika dikumpulkan dengan strategi yang sama, dan ketika seorang penguasa yang menampung sepuluh ribu pasukan tiba, tingkatnya naik' - aturan satu baris ini dibagikan sepenuhnya oleh sistem, narasi, dan presentasi.
https://damoang.net/free/6522593 Layar pertempuran dalam posting ini sebenarnya adalah hasil yang muncul dari perencanaan ini. (Karena Claude tidak bisa menggambar, saya hanya bergantung pada GPT untuk gambar hehe) Sekarang saya melanjutkan desain layar dengan menggunakan gambar itu sebagai standar UI.

Tentu saja, saya juga akan mengetahui apakah ini adalah arah yang tepat hanya setelah menyelesaikan semuanya.
Ini adalah postingan pertama saya, tetapi saya pikir membaca sesuatu yang begini panjang pasti sangat membosankan.
Saat menulis sebagai pengenalan, tanpa disengaja menjadi panjang. Saya memang orang yang lebih suka tulisan pendek... Jadi dari sekarang saya akan menulis lebih singkat ^^
Senang berkenalan, dan jika ada orang yang sedang menggunakan AI untuk pengembangan game, saya ingin meminta banyak bimbingan dan nasihat.
Terima kasih.
I'm someone who makes indie games solo as a hobby. I've been steadily running claude MAX as my main partner for a couple of months now.
The game I'm making is called "Mujang-jeon" — it's a pixel art tactical auto-battler set in a fantasy world based on Romance of the Three Kingdoms. Simply put, it's a build-combination roguelite.
But I'm the type who likes to prepare thoroughly before doing anything.. So I made up my mind to stay true to the design phase first, and before building anything, I borrowed some game design theory books from the library and went through them.
I then compiled a separate "borrowed concepts" document where I reworked the concepts I pulled from those books (MDA framework, systems thinking, difficulty curves, balance scaling, etc.) into the language of my own project, and used that as a baseline to proceed with the design.
After leisurely grinding through text work for a couple of months, what I have so far is roughly..
[Combat structure, synergy design, content scope (182 generals with tags and combinations), worldbuilding]
The worldbuilding wasn't just thrown together either — I first built the world using Professor Kim Jeong-tae's SODA model (Space, Object, Dwellers, Actions) from a lecture series, then layered the storytelling on top with the WINC model, designing everything so that every piece connects to a single axis: "completing a military doctrine." The idea is that even weak generals gathered under the same doctrine can form a legendary combination, and when a ruler who carries the Mandate of Heaven joins, the tier rises — this one-line rule is shared across the systems, narrative, and presentation alike.
The battle screen in this post "https://damoang.net/free/6522593" was actually a result that came out of this design framework. (claude can't draw, so I had to rely on GPT just for the images lol) Right now I'm using that image as the official UI reference and continuing with the screen layout design.

Of course, whether this is the right direction is something I'll only really feel after I've built the whole thing.
This is my first post on the AI board, and I think it turned out way too long — I'm sure it was quite a tedious read.
It ended up getting longer than intended as I was writing it as an introduction. I personally prefer short posts too, so I'll keep things brief going forward ^^
It's nice to meet everyone, and if there's anyone out there using AI for game development, I'd greatly appreciate any guidance and advice.
Thank you.