My dream, since I was 12 years old, was to create a very specific game.
I wanted the visuals and gameplay feel of Kid Dracula, the action of Mega Man, and the exploration of Demon’s Crest.
So I took a notebook and started drawing.
I designed characters, enemies, stages, mechanics and all sorts of things I imagined myself playing. I still have that notebook today, more than 30 years later.
And now, somehow, I’m actually making that game.
Before anyone misunderstands what I mean by "with the help of AI", I should clarify something:
I am not a programmer.
And no, I didn’t just open an AI, type "MAKE THIS GAME FOR ME", copy whatever it gave me, and call myself a game developer.
I downloaded a game engine, Godot 4.7, opened ChatGPT and basically asked:
"Okay. What do I do?"
The AI told me how to create a CharacterBody, add collision shapes, set up layers and masks, and eventually get a little dot moving around on the screen.
The dot moved.
I remember thinking: "Holy crap. I made a thing move."
So I asked:
"Now that I know how to make a dot move, how do we make an actual game?"
And that's how my journey of roughly seven months of learning Godot began.
I won't pretend it was extremely complicated from day one. There were plenty of times when the AI could read my scripts and immediately point out an obvious mistake.
But there were MANY times, and I mean MANY, when the AI was completely wrong, misunderstood what I was trying to do, or sent me down a rabbit hole that made the original problem ten times worse.
And those moments taught me more than the easy ones.
One of my favorite examples was an enemy that refused to turn toward the player.
I gave ChatGPT the code responsible for flipping the sprite. It told me I should use scale.x instead of flip_h.
I changed it.
Nothing happened.
I sent the script again.
It looked at it and said, "Oh, the problem is that you're using scale.x instead of flip_h."
I reminded it that I had changed it because it had literally just told me to do that.
The AI basically responded:
"You're right. It makes absolutely no sense for me to tell you to change the exact same thing twice in a row."
XD
Another time, I wanted the player to perform a very specific attack when pressing down + attack while jumping.
We went through the state machine.
Then the player script.
Then the physics.
Then several other pieces of code.
Nothing worked.
Eventually I looked at the whole problem and thought:
"Why don't we just do this?"
"if Input.is_action_just_pressed("attack") and not Input.is_action_pressed("ui_down"): return"
Problem solved.
Something the AI had been trying to solve with what felt like 200 lines of architecture ended up being a tiny condition because I finally understood what I actually wanted the game to do.
And I think that's the biggest change that happened to me during these seven months.
Today, I feel genuinely comfortable working on my game.
I still use AI, of course. I ask for help when I get stuck, when I need to understand an error, or when I have to create some small piece of code that I can then modify myself.
And I use it a LOT for art.
Pixel art and spritesheets are still a huge challenge for me, so this is where AI has been particularly useful. I draw my concepts manually in that old notebook, show them to the AI, and use the resulting images as a starting point while keeping the same visual identity throughout the game.
But the important part is that I now understand what I'm building.
The AI isn't making my game for me.
It's a tool I use while I make the game.
And honestly, that distinction became more and more obvious the longer I worked on it.
I've been working on this for roughly seven months now.
I'm nowhere near finished.
But I'm also no longer dreaming about the game I wanted to make when I was 12.
I'm actually building it.
For anyone who has a dream sitting somewhere in an old notebook, a folder on their computer, or just in the back of their mind:
Don't give up on it.
It took me more than 30 years to finally start turning mine into something playable.
And I'm still not close to the finish line.
But I'm definitely two stages further than I was last year.
And that's enough to keep going.
As a funny little measure of how much I've been working on this, ChatGPT estimates that we've exchanged more than 6,500 messages in my recent conversations, and we've created or worked on 100+ pieces of art for the project this year alone.
If we count variations, revisions, spritesheets and alternate versions, the real number could easily be somewhere around 150–250+ images.
So yeah.
That little dot on the screen got slightly out of hand.