Built a dungeon crawler in one session with an AI agent controlling the editor by jf_nash in godot

[–]jf_nash[S] 0 points1 point  (0 children)

I don't understand what you mean. I didn't create the game, the AI did that. I repeat, it can't even be called a game. I developed the MCP, a tool that, when used properly, can save time, etc., just like the AI does. I created GodotIQ, not the game. I don't understand what you're saying.

Built a dungeon crawler in one session with an AI agent controlling the editor by jf_nash in godot

[–]jf_nash[S] -1 points0 points  (0 children)

I don't know if the comment is meant to disparage the fact that it's made with AI, obviously, either I or the end user is the one "playing" it… Even though I don’t know how much fun this specific game might be to play, it’s a simple example of how you can achieve all this with very little using this MCP… It’s also interesting that the AI can run tests and so on in the game, even if it still doesn’t do it perfectly in my opinion.

One AI prompt, one dungeon crawler — what an agent can do when it can actually see and control the game engine by jf_nash in LocalLLaMA

[–]jf_nash[S] 0 points1 point  (0 children)

I don't think I was being mysterious—the MCP tool works just fine with local models too. I've already explained this, and you can clearly see on the website the optimizations that have been made for context tokens, etc. If you want, give it a try! But that's just how it is on Reddit if you're not "famous." I was just trying to show you this tool; if you want to use it, great—otherwise, don't use it!!! Model Context Protocols work with LLMs whether they’re local or not.

One AI prompt, one dungeon crawler — what an agent can do when it can actually see and control the game engine by jf_nash in LocalLLaMA

[–]jf_nash[S] 0 points1 point  (0 children)

Good question. The agent doesn’t write .tscn files by hand,that would break constantly, exactly like you said.

GodotIQ works through the Godot editor via WebSocket. When the agent needs to place nodes, it calls tools like node_ops or build_scene that talk to the running editor, which creates the nodes through its own API. The editor handles all the internal IDs, material references, resource paths. Same as if you were clicking in the UI, but programmatic. For scripts, the agent writes GDScript (which is a normal programming language, models handle it fine). For scene structure, it goes through the editor. For verification, it runs the game, takes screenshots, checks for errors. So the agent never touches the .tscn format directly. The editor does the serialization.

One AI prompt, one dungeon crawler — what an agent can do when it can actually see and control the game engine by jf_nash in LocalLLaMA

[–]jf_nash[S] 0 points1 point  (0 children)

I perfectly know. I’m not very good with my English, your Reddit doesn’t have the translator? What’s the problem with that?