How I Use AI to Build My Open-Source MMO Game | Parallel remote agents
I put AI to the ultimate test: "vibe coding" 4 new features into my open-source Three.js MMO game in under two hours, all while live on stream. Using AI tools like Augment Code and its remote agents, I tasked the AI with implementing a death and respawn system, a working weapon and sword attachment, a force-field shield, and a berry harvesting mechanic.
Watch as I go from a bland world to a game with actual core mechanics, all by prompting and delegating to AI. We'll see the successes, the funny bugs (like a tiny sword!), and the incredible power of modern AI programming assistants. Can AI really build complex game features this fast?
This game is a cross-platform, browser-based MMO inspired by RuneScape, built with Three.js, JavaScript, and a serverless AWS backend.
Play the game: alpha.berigame.com
Check out the open-source code: https://github.com/aj47/berigame
TIMESTAMPS:
00:00 - Intro to my Three.js MMO
03:15 - Feature 1: Death & Respawn Logic
11:05 - Feature 2: Delegating a sword to AI
14:30 - Feature 3: Prompting for harvesting
20:00 - Feature 4: Designing a force field
24:10 - Testing the AI-coded death logic
25:30 - Reviewing the Harvesting PR
26:45 - Reviewing the Weapon System PR
38:30 - Testing the AI-coded shield
39:15 - Recap & outro
#gamedev #threejs #javascript #ai #coding #mmo #programming #aipairprogramming #augmentcode #indiedev #buildinpublic #runescape