What is an AI game maker that writes a real Godot project?
Flockbay is a desktop app for Mac and Windows where Director 1 writes the code, you build the world by hand, and the game runs locally on bundled Godot.
Two things get called AI game makers
The first is a chat box that emits a small web game. It is genuinely impressive for about ten minutes, and then you want to change something structural and discover there is nowhere to stand. The game exists only as whatever the model last produced.
The second is a plugin bolted onto an existing engine, which assumes you already know the engine. That is useful if you do and useless if you do not, because the plugin cannot help with the part where you did not know what a signal was.
Flockbay is neither. It is a full desktop application with Godot bundled inside it, and it assumes you have never opened an engine before but do have an opinion about games.
Before anything exists, it asks 2D or 3D
Making a project asks one question before it will make anything: which kind of game, shown as two pictures. There is no default and nothing is created until you pick one. It is the same app on either side — same builder, same Director 1 — but the world you picked decides which tools the builder puts in your hands.
Pick 2D and the project opens already playable. A sky, a band of scenery along the horizon, ground with a ledge cut into it, a platform floating off to one side, and a person who walks, falls and jumps under the keys you are already pressing. That takes seconds rather than a tutorial, and it means the session starts with an opinion — the jump is floaty, the ledge is too far out — instead of an empty file.
Pick 3D and you get the tools that only mean anything there: terrain shaped from elevation, water, weather, time of day, sky. Neither side is the cut-down one. They are different jobs, and a flat world has its own answers — tile ground you paint, sprites you place with the mouse, camera framing you drag on the running game.
The split: you build, Director 1 codes
You build the world with your hands. In a 3D project that is terrain, water, weather, buildings, props and characters. In a flat one it is ground you drag on and drag off — the tiles, the edges and the collision all derived from which cells you covered — with sprites placed by mouse at an exact position, turn and size. Either way it is a builder that works the way a level editor works, because arranging a space is a spatial job and describing a space in a sentence is slow and lossy.
Director 1 writes the code. You say what should happen and it writes GDScript inside your project. Inventory, doors, enemy behaviour, scoring, whatever the game needs. You never open a script unless you want to.
Then you play it and say whether it is right. That handing-back is the normal loop. Not writing the code does not mean not judging the result, and the tool is built on the assumption that you are the one with the taste.
Why it matters that the project is a Godot project
Godot is open source and real games ship on it. When Flockbay makes something, it makes a Godot project: scenes, nodes, scripts, the actual thing. Nothing is held in a proprietary format that stops existing if we do.
It also means the ceiling is Godot's ceiling rather than a menu of supported behaviours. There is no point at which the tool says the feature you want is not on the list, because the code is being written rather than selected.
And it means performance is Godot performance, running natively on your machine, which is what makes an actual 3D world with terrain and weather a reasonable thing to attempt rather than a thing you gesture at.
What it costs and what it needs
The download is free and so is the platform: the whole world builder, your own art, play, playtesting and publishing. Indie at $10 a month unlocks the AI assistance — Director 1 writing your gameplay logic, and texture, sound, prop and rig generation — and the free plan includes a limited trial of those. The engine itself is not behind a paywall.
It runs on Mac and Windows, both shipping. It needs an internet connection to build, because Director 1, asset generation and world data all come over the network. The game you build runs locally, so playing it does not.
There is no team or seat pricing, because it is a desktop app and the licence is per person.
Who it suits and who it does not
It suits someone with a specific game in mind who does not want to spend six months learning an engine first. It suits people who will happily spend an evening moving rocks around because the ridge is wrong.
It suits people less well if what they want is a finished game in twenty minutes. Nothing does that. If the appeal was that AI removes the work, the honest answer is that it removes the coding and leaves the game design, which was always the larger half.
Where the assets come from
Four routes: the Catalogue, generation, the web, or your own hand. The Catalogue holds 60,648 objects and 55,073 of them are sprites — 90.8% — searchable by name with a picture of each, and you drop one into the scene and set its position, turn and size with the mouse. For a flat game that is the ordinary way to get art, because most of what a flat game needs is a picture of a thing.
The reasonable objection to a built-in library is that every game made with the tool ends up containing the same crate and the same tree. That is what happens when the library is forty props and there is no other route out of it. Here it is one route of four, and the first one to run out: when nothing in it is your rusted signal box, you generate the thing or bring it in.
Some things are better built directly as geometry, and that happens too — when it is the fastest honest way to get something playable in front of you, or when simple shapes are the style you want. Whichever route a thing came from, you are told which.
On the 3D side, terrain, water and weather come from generation and world data rather than a preset list of environments, then you shape them by hand until the place is the place you meant. A flat world's equivalent is smaller and stranger: a sky colour and one band of scenery along the horizon, where the sky above and what continues below are read from the band picture's own first and last solid rows, so replacing the picture replaces all three. One band. There is no parallax here.
Questions
- Does the AI make the whole game?
- It writes the code. You build the world and decide whether the game is any good. Those are both real jobs and only one of them is automated.
- Is Flockbay free?
- The download is free and building the world is free. Indie at $10 a month unlocks the AI assistance, and the free plan lets you try that first.
- Does it work in a browser?
- No. It is a desktop app for Mac and Windows. Your game runs locally on the Godot that ships inside it.
- Can I export the project?
- It is a Godot project on your disk from the start. There is nothing to export it out of.
- Do I need an internet connection?
- To build, yes — the AI, asset generation and world data are all online. To play what you built, no.
- What kind of games can I make?
- Whatever Godot can run. You choose 2D or 3D when you create the project and both are first-class, and the code is written rather than picked off a list, so there is no genre menu either.
- Is 2D a cut-down version?
- No. Same app, same builder, same Director 1, who is told the flat world's own tools. What differs is the toolset each world needs: terrain, water and weather on the 3D side; painted tile ground, mouse-placed sprites and camera boxes you drag on the running game in a flat one.
Related
Free for Mac and Windows. Real Godot underneath.
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