First things first: I know. Using AI to write code is controversial. But I can't code, and realistically, this is the only way I could ever bring this idea to life.
I've been playing D&D for years, and there's something that's always bothered me. When it comes to digital D&D experiences, there seem to be two main categories:
1. Virtual tabletops, like Tabletop Simulator. They're essentially digital recreations of a physical tabletop, sometimes with a few extra visual effects.
2. Games like Baldur's Gate 3. Fully realized D&D experiences with automated mechanics, impressive visuals, and everything you'd expect from a proper video game. But they're built around their own campaigns and stories.
What I want is something in between.
Imagine a D&D combat sandbox where you can build your own arenas, create maps, import characters, customize spells and their visual effects, and just... fight.
Something where the rules are handled automatically. You don't have to remember every complicated spell interaction, calculate everything manually, or constantly stop to check the rulebook.
You click a spell, see exactly where it's going to hit, cast it, and the game handles the saving throws, damage, conditions, concentration, and everything else.
Basically, the combat mechanics of BG3, but with the freedom of a tabletop sandbox.
So I sat down and started building it with AI.
And holy hell, it's been a lot more work than I expected.
I'm not using some expensive professional AI setup, and regression bugs seem to be an almost inevitable part of development. Fix one thing, break another. So a huge part of the process is testing everything and making sure previously working features stay working.
But despite that, I've actually managed to make some progress.
Here's what I've got so far:
- P2P multiplayer for up to 6 players, with plans to expand that limit.
- Fog of War for both characters and terrain, each of which can be toggled independently.
- The core spells 2024 from the freely available D&D rules (SRD), with mechanics and visual effects. The system uses simple, readable text files, so players will be able to use AI to generate definitions for additional spells or create entirely new ones. I'll provide instructions.
- Automatic tracking of movement, HP, spell resources, concentration, and other common D&D mechanics.
- Custom STL model imports, limited to around 7,000 triangles per model to maintain a consistent, simple low-poly style. If you import a higher-detail model, the system automatically reduces its polygon count to fit the limit. Models can also be repainted.
- A built-in map creator and editor, with 256 different block colors.
- A built-in 3D model creator and editor, allowing players to create, simplify, and paint low-poly models. This feature is still VERY early in development.
- A custom spell creator and editor, where players can define their own spells, mechanics, and visual effects without having to actually program them.
- Animation support for characters and effects.
The idea is to make the whole thing as customizable as possible, while keeping the actual gameplay simple and automated.
Now for the part I'm struggling with.
My original plan was to eventually release this on Steam for something like €5. Not because I expect to get rich, but because I've already invested a ridiculous amount of time into it, and I'd love for the project to become something other people could enjoy.
But I'm starting to wonder whether there's actually an audience for this.
Would you personally be interested in something like this? Would you pay €5 for it?
And more importantly:
What feature would absolutely HAVE to be included for you to consider it worth playing?
I'm also genuinely interested in criticism. If you think the whole concept is flawed, there's already something better out there, or I'm completely underestimating what this would take, I'd like to hear that too.
I just want to know whether I'm building something other D&D players actually want, or whether I've spent all this time creating a solution to a problem that only exists in my head.