Making games from Cline

By Eduardo Orellana · Updated

Cline is an open-source agent you run yourself with your own model key. Flockbay ships an MCP server inside the desktop app. Point one at the other and your agent can call the same capability layer Flockbay's own AI calls. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows, macOS and Linux, on the official Godot engine.

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One bill, and it is your model's

People who choose Cline usually chose it on purpose: it is open source, it runs in an editor they already have, and they supply their own model key so the model cost is theirs to see and control. That is a coherent position and we are not going to argue you out of it.

It does mean you should know what connecting to Flockbay costs on our side. Connecting your own agent over MCP is free. What Flockbay costs has the detail.

What Cline reaches is not a different engine, a reduced tool set or a lesser version of the capability layer. It is the same one Flockbay's own AI calls.

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The connection is the protocol, nothing more

There is one MCP server inside the Flockbay desktop app, flockbay-stage, and it carries the capability layer, the assets, and the game itself, which it can edit in the open Godot editor, run, look at and play. Cline is an MCP client. Both sides implement the same protocol, so they can talk. That is the entire integration story and we would rather state it flatly than dress it up.

We do not publish a Cline extension, we do not maintain a listing, and there is no partnership. Any client that speaks MCP should work. These are the popular ones people ask about, we have not tested each of them, and behaviour will vary.

The setup is at the end of this page, and the connection guide covers the rest. In the Flockbay app, Connectors, then Connect your agent (MCP), then Set up writes it with your own paths filled in, which is why you copy it from there rather than type it.

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Plan first, then act, and why the grain of the tools matters

Agents that separate planning from execution are only as good as the vocabulary they plan in. If the available operations are things like set a property or add a node, a plan reads as a list of keystrokes and tells you nothing about whether the result will be the game you wanted.

The capability layer gives a coarser and more meaningful vocabulary, and it speaks two of them, because creating a project settles whether the game is 2D or 3D. In a 3D world: terrain of a given shape, water following an outline, weather, sky, plants, the player controller, characters and their behaviour. In a flat one: ground laid by dragging across cells, where the tiles and the edges and the collision all fall out of which cells are covered; a person whose walk speed, air control, gravity and jump apex are values rather than code; sprites dropped, turned and resized at an exact spot. A plan written in those terms is a plan you can read and disagree with before anything happens, which is the point of having one. Flockbay's own AI works that way too: a brief of what gets built first, what comes after and what is not in this version, approved before anything is built.

It also cuts the amount the model must invent. Every capability is code that already exists and already works, so composing against it is a smaller job than writing it from nothing. That is why the layer matters more than which model you pointed at it.

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The judgement does not come over the wire

Cline builds the world through the same world tools Flockbay's own AI calls, as real nodes and resources in the scene tree. In a 3D project that is terrain, water, sky, weather, plants, the player controller, characters and props. In a 2D one it is tile ground whose edges and collision follow from which cells are ground, and sprites at an exact position, rotation and scale. Then it plays what it built: it runs the game headless or in a window, sends input events, reads stdout and the debugger, GDScript parse errors included, and captures the viewport. A jump that never leaves the ground reaches Cline before it reaches you.

What it cannot do is decide whether the game is right. You play it, you dislike something, you say so. When the thing you dislike is pure taste, where the hill sits or which way the river bends, the same world tools are buttons around the Godot editor's own 3D and 2D view, and Godot's undo takes a change back. A sentence gets you a valley; your hand can get you the exact valley. That loop is the normal way to work here, and nothing about bringing your own agent changes who the judge is.

If shuttling between an editor and the app sounds like friction you did not want, using Flockbay inside the app is a completely reasonable answer, and it needs no setup at all.

What you are actually installing

Flockbay is a desktop application for Windows, macOS and Linux. Downloaded, installed, with its own copy of Godot inside it. No browser version, no hosted editor. The project it works on is a real Godot project in a folder on your machine, so your agent operates on files that exist and version control behaves normally.

When you press play, the game runs locally on the bundled Godot at your machine's framerate. Nothing is streamed and nothing is rendered somewhere else.

Building needs an internet connection. The AI, asset generation and world data all come over the network, and that is true no matter whose agent is driving. Playing a game you already built does not need it.

Connecting it is one paste

The Flockbay app writes this for you with the real paths filled in: open the account menu, choose MCP connection, press Turn on, pick Cline and press Copy. The three paths are specific to your machine and stay the same from one sitting to the next, so you paste it once. Below is the shape, with the paths as placeholders.

In Cline, open MCP Servers, then Configure, then Configure MCP Servers, and add it to the file that opens.

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{
  "mcpServers": {
    "flockbay-stage": {
      "command": "<node>",
      "args": [
        "<coordinator>",
        "--external-stage-mcp"
      ],
      "env": {
        "FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR": "<descriptor>"
      }
    }
  }
}

Questions

Is connecting Cline free?
Yes. Connecting your own agent is free. You pay your agent's provider for the model; Flockbay charges nothing for the connection.
Is there a Cline extension for Flockbay?
No. Flockbay ships one MCP server and Cline is an MCP client. We do not publish an extension or maintain a listing anywhere.
Which model should I use with it?
That is your call and we are not going to rank them. The capability layer exists so that a cheaper model can compose reliably against it rather than inventing everything from scratch.
Can the agent do the level design?
Yes, with the world tools: shape terrain, add water, set the sky and weather, set up the player controller and place props, then play the result to check it. Whether the level plays well is yours to judge, and any of it can be moved by hand with the same tools as buttons in the Godot editor.
Do I need Godot separately?
No. Godot ships inside the Flockbay desktop app on Windows, macOS and Linux.
Will this work offline if my agent runs locally?
No. Asset generation and world data come over the network, so building needs a connection regardless of where the model runs. Playing what you built does not.