Open MMORPG by AI

I'm interested in using AI to make games. Currently, the full pipeline required is a year+ or more away ( AI in Video Game Production: 2026 Strategy Report ) since the AI doesn't have a lot of good ways of making something.

I've solved a lot of the backend side (Adama) of building an MMO with a transactional real-time engine that I've been building, but I would need a new layer for non-transactional volatile data (like player coordinates, animation states, orientation, physics validation, etc...). This has a lot of trust issues as people cheat like crazy.

I have a solid start on a multiplayer mega-bonk game, but I'm not liking some of the initial technology decisions, and I'm thinking of pivoting to C++ from Java (I had my reasons). With AI, I can probably move much faster. The key thing is that I would start with a server side filter/simulator for handling player validation/server-side collision detection and physics. This could solve some of the challenges I have with Adama for a more complex game (it was designed for board games).

With AI, however, I expect to be able to much faster on every dimension once I pick a direction.
 

Pharone

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I'm interested in using AI to make games. Currently, the full pipeline required is a year+ or more away ( AI in Video Game Production: 2026 Strategy Report ) since the AI doesn't have a lot of good ways of making something.

I've solved a lot of the backend side (Adama) of building an MMO with a transactional real-time engine that I've been building, but I would need a new layer for non-transactional volatile data (like player coordinates, animation states, orientation, physics validation, etc...). This has a lot of trust issues as people cheat like crazy.

I have a solid start on a multiplayer mega-bonk game, but I'm not liking some of the initial technology decisions, and I'm thinking of pivoting to C++ from Java (I had my reasons). With AI, I can probably move much faster. The key thing is that I would start with a server side filter/simulator for handling player validation/server-side collision detection and physics. This could solve some of the challenges I have with Adama for a more complex game (it was designed for board games).

With AI, however, I expect to be able to much faster on every dimension once I pick a direction.
AI has made insane progress since when I first started this thread. I would imagine that we are going to be much closer to this being a reality here soon. Seriously. I can't believe how far AI has come in such a short time.

As far as the level of trust issue, in my personal opinion, the way to combat it is to not combat it and instead go the route of letting people run their own servers. If they have people cheating on their servers and they don't like it, they can ban those people. Once you put the player in charge of their server, it becomes less of a burden over all because they know who needs to be policed as well as if they even want to police it.
 

vegetoeeVegetoee

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I hope within a few years we can make our own vision of what Brad and EQ should or could have been. I want to use AI to make an MMO so bad I am willing to retire early from my current gig to do so.
 

Xerge

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Then do it. you can hook AI into unity. if you have even an ounce of experience, AI hooks into everything now. The last remaining positions are physical devops, specialists(do you understand assembly?), and admins. Shout out to the custodians. I made almost 2k USD gross in 1 month thanks to AI. you can as well.

bunch of fucking talkers and no do'ers.
1771428826072.png
 

Tuco

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Then do it. you can hook AI into unity. if you have even an ounce of experience, AI hooks into everything now. The last remaining positions are physical devops, specialists(do you understand assembly?), and admins. Shout out to the custodians. I made almost 2k USD gross in 1 month thanks to AI. you can as well.

bunch of fucking talkers and no do'ers.
View attachment 618939
What are you building and how do you use AI to do it?
 
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Xerge

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What are you building and how do you use AI to do it?
I am currently building an IPTV player for desktop, xmplayer.app. I'm big into the scene and very active into some communities. . By the end of the year all of my platform releases should be stable enough for me to start a new project...and im eyeing the gaming scene. By then the tools will be even more refined.

I use github copilot pro+vs code, cloudflare for database and file storage, and firebase for user auth/accounts. with some MCP extensions to let the AI chat with cloudflare.
 
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Tuco

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I am currently building an IPTV player for desktop, xmplayer.app. I'm big into the scene and very active into some communities. . By the end of the year all of my platform releases should be stable enough for me to start a new project...and im eyeing the gaming scene. By then the tools will be even more refined.

I use github copilot pro+vs code, cloudflare for database and file storage, and firebase for user auth/accounts. with some MCP extensions to let the AI chat with cloudflare.
Very cool, thanks!
 

sadris

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AI has gotten very good.

Rust/Bevy-based game client and server, using Tera-style combat (collision-enabled mobs). Using WOW's MPQ files for graphics/world only.

Do I know Rust? Not in the slightest.

1785325284061.png
 

Pasteton

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My understanding is you don’t even really need to know programming now either, I can just direct an ai on what to do? How do I go about incorporating an ai into unity , blender etc so that it can build stuff? Explain like to a toddler
 

Carthage

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Working on a degree in AI ethics and morality. I applaud you for getting something like this off the ground and would love to participate. The number 1 barrier between us and Ai is language. Send me a DM on here if you would like to chat.
 

sadris

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My understanding is you don’t even really need to know programming now either, I can just direct an ai on what to do? How do I go about incorporating an ai into unity , blender etc so that it can build stuff? Explain like to a toddler
There are MCP plugins for Blender and Unity you can tell it to build a world. GPT-5.6, Kimi K3 and Opus 5 are so good at vision now, you can create a viewport of your world and say: "go decorate it with the doodads/objects randomly, make it look busier" it will get it done.

GPT-5.6-Sol has been running for 9 hours now optimizing performance of my game, working on getting the collision detection working at scale.
 

sadris

Karen
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Working on a degree in AI ethics and morality. I applaud you for getting something like this off the ground and would love to participate. The number 1 barrier between us and Ai is language. Send me a DM on here if you would like to chat.
Who are you referring to?
 

Identikit

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My understanding is you don’t even really need to know programming now either, I can just direct an ai on what to do? How do I go about incorporating an ai into unity , blender etc so that it can build stuff? Explain like to a toddler
I dont know how others have approached it but this is what I have been doing.

I had claude desktop help me build a design document, then we revised it into another document that outlined the bare minimum first version of a game using godot. Then I let it make the initial game.

I did this so that it would be hopfully shippable by the end of this year, or early next year, and because having a design document gives you and whatever AI you talk to something to maintain the same understanding with.

As for art, and content, this can be tougher to do with AI. I have used retro diffusion for pixel art through aseprite, and I get some decent results out of it, but maintaining any sort of cohesive style across the game can be challenging.

So far I have my first beta version, which works, has a debug layer, and the code for the most part is digestible because I had claude heavily comment it. everything that uses resources ( idems, profiles,archetypes) are resources editable within godot instead of adjusted through code.

I did this casually maybe spending 2 hours a day for 12 days before I had an initial working game?