The explosion of AI into the homebrew scene has had mixed results, to say the least . On the one hand, the 'democratisation of art' argument says that developing games is no longer the sole domain of the technically accomplished coder, or those with the patience and persistence to learn one of the many game development systems (Unity, Godot, RPG Maker, Adventure Game Studio, Ren'Py, Scorpion Engine... to name a handful off the top of my head). Some of these are even made available for free, to encourage development of new homebrew games. But now, one can 'vibe code' an entire game, create assets 'for free' within another AI framework, obtain AI-generated music and sound effects, etc. all without experience or expertise in any field other than describing an idea , and in a fraction of the time it would take a dedicated team of produce. On the other hand... this very freedom and accessibility has led to an explosion of (I'm going to try very hard to avoid...
One thing common to the SAM Coupé games I've thusfar been involved with is a certain... haphazard quality to the development. My experience with 'professional' game development is admittedly limited (high school Work Experience and one published game more than 30 years ago, working by phone/post with a freelance coder), but it's easy enough to see when things are happening (or not happening) because something hasn't been fully thought through or discussed with all parties involved. Something I've been guilty of in the past is raising a hypothetical, then driving ahead with designing sprites, etc. based around that hypothetical , without having first adequately confirmed that it would ever be anything but hypothetical. For example, I mentioned in my first post about the sprites in The Lower Caverns , that I produced about 2/3 of a screen's worth of new and unique sprites before the coder pointed out that all he'd really wanted was for the existing sprite...