Make an RPG with AI: systems are cheap now, scope still is not

By Eduardo Orellana · Updated

RPGs are the genre where AI writing the code changes the most, because an RPG is a pile of interlocking systems. It also changes nothing about the reason most RPGs are never finished. 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.

The main page on this subject is An RPG game maker where the systems get written for you.

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Why RPGs stall

They are systems-heavy. Stats, levelling, equipment, inventory, a turn order or a real-time equivalent, dialogue with branches, quests with states, saving that has to capture all of it. Each is a week of work for a beginner and they all have to agree with each other.

Then they are also content-heavy. Towns, dungeons, NPCs, items, and enough of each that the systems have something to operate on.

The first pile is what stops people who can code a bit. The second is what stops everyone else. AI collapses the first pile substantially and shrinks the second far less than it looks: Flockbay builds a town, but every town still has to be designed, walked and judged.

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The systems go in the brief, and Flockbay writes them

You describe them in plain language — how damage is calculated, what levelling gives you, how many item slots there are, what a quest looks like when it is half done — and they go into the brief. Flockbay writes the GDScript in your project, then runs the game to check the systems agree with each other.

Ask for saving early. An RPG save has to capture quest states, inventory, position and stats, and retrofitting that into a game that already exists is genuinely unpleasant. Having it from the start costs nothing.

Then play and tune. RPG balance is not designable on paper. You will find the fight that is impossible and the item that trivialises the whole middle of the game only by playing it.

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Flockbay builds the world; you decide which town is worth visiting

The world is the content pile: towns, interiors, dungeons, and where every NPC stands. Flockbay builds it with world tools, from the brief you approved, as real nodes in the scene tree. What it cannot know is which town is worth the walk. That part is design, and it is yours.

An RPG can be 2D or 3D, and the tools follow from which it is. Both are real choices and the same chat is behind either one.

On the 3D side, world building is the part where the tool is fastest: terrain sculpted and painted, water, sky, weather, plants, characters, people and buildings. What would be a modelling career elsewhere is an afternoon here.

In a flat world it is tile ground. Which cells are ground decides everything else: the tiles, the edges and what the player collides with are all worked out from that, so a road through a village is walkable the moment it exists. Whether a material stops a walker is declared rather than assumed, which is how the same painting gives you a path and a wall. The town on top of it is sprites at an exact position, rotation and scale.

When a call is pure taste, like which side of the square the inn faces, the same tools are buttons around the Godot editor's own view: Paint, Place and Player controller in 2D, Sculpt, Place, NPCs and the rest in 3D. Make the one change by hand, and Godot's undo takes it back.

Assets come from a library of ready-made objects, from your own files, or, on the 3D side, from Godot's own shapes. 3D models are generated only on your own Tripo key. In a flat project the first stop is usually the Catalogue, the library Flockbay builds from, which holds 60,648 objects of which 55,073 are sprites; in the editor, the Place tool's Asset Browser searches it by name, with a picture of each, when you want to put one object down yourself. Flockbay can make a single flat still image on request too, though not an animated one. You will be told which route was taken rather than left to guess.

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Dialogue and writing

The dialogue system — branching, conditions, remembering what you said — is code and Flockbay writes it.

The actual lines are yours, and it is worth being deliberate about that. Generated filler dialogue is instantly recognisable and it is the fastest way to make a world feel dead. Fewer NPCs with lines you wrote is better than a town of people saying nothing in particular.

Scope, said plainly

The classic first RPG is a sixty hour epic and it is never finished. The reason is not ambition, it is that content compresses less than it looks: every town is a town you have to design, play and judge.

A two hour RPG with one town, one dungeon and a real ending will teach you more and will exist. Put that in the brief. Ask Flockbay for the sixty hour epic and you get the truth about what that takes, and a smaller first version. If it is good, the second one can be bigger, and you will know what bigger costs.

Practically: Flockbay is a desktop app for Windows, macOS and Linux, running your game locally on bundled open-source Godot. Building needs an internet connection; playing does not. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.

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Quests, and how they break

Quests break at the edges. The player kills the character who gives you the quest. They find the item before being told to look for it. They do step three first. They leave halfway through and come back an hour later.

Every one of those is normal player behaviour and every one of them will happen. Describing what should happen in each case when you ask for the quest is far cheaper than discovering it later in a save file that no longer makes sense.

The general rule is that a quest should be a state the world is in, not a sequence the player is trusted to follow. Ask for it that way and most of the breakage never appears.

A starting project for this is the RPG game templates. The design note that goes with it is how the Japanese RPG took shape.

Questions

Can it write a turn-based combat system?
Yes. Describe the rules and Flockbay writes the GDScript. Balancing it is done by playing.
Does it write the story and dialogue?
The dialogue system is code and gets written for you. The lines themselves are better coming from you; generated filler makes a world feel empty.
Can I make a 2D or top-down RPG?
Yes. A top-down RPG is tile ground, sprites where the town goes, and the same stats, inventory and quests, all built and written by Flockbay. Top-down rather than side-on falls out of declaring no gravity, which makes the character steer on both axes. What is not here is isometric, so do not plan a game around it.
What about saving?
Ask for it early. It is ordinary code, and it is much easier to include from the start than to add later.
What does it cost?
Free download, and the AI is free. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.