AI Does All the Work, I Take All the Glory

This is the story of how I, with limited programming experience, was able to create a fully functional game with the assistance of ChatGPT. You may be wondering how this was possible. Allow me to introduce you to my valuable collaborator: Wilson the AI.

Together, we successfully tackled the challenge of game development and achieved success. While I played a role in the process, it was Wilson's capabilities that truly made it possible. So, sit back and join me on the journey of how I, with the help of an AI, created a game.
The Idea
As a fan of aviation and airline management tycoon games, I have spent many hours playing and exploring different options. However, I found that none of the games fully satisfied my expectations. The gameplay mechanics were not quite right, or the management options were too simplistic.

Instead of continuing to search for the perfect game, I decided to take matters into my own hands and create my own.
Developing a game is no small feat, especially for someone with limited programming experience like myself. However, I was determined to see my vision come to life. That's where Wilson the AI came in. I enlisted the help of this advanced artificial intelligence to assist me in the game development process. Together, we set out to turn my idea into a fully functional and enjoyable game.
The Development Process
At the start, I had a grand idea for a text-based, turn-based airline management game. I've always been into UNIX text-based games, so I figured, "How hard could it be? I'll just throw Wilson at it and let the magic happen." Oh, how naive I was.
Don't get me wrong, Wilson was a true champ. It took my vague concept and transformed it into actual, functioning code. I started by asking Wilson to simulate the game, and it immediately assumed the role of an airline management game.


After playing for a while, I asked Wilson to design the software architecture for the game.

And finally, I asked Wilson to code the game, and it churned out functions and classes like a pro.

But alas, the development process was not without its challenges. There were bugs to fix and errors to troubleshoot. There were moments when I had to be like, "Wilson, my dear friend, I appreciate the effort, but those planes are meant to fly, not just sit there and look pretty." Despite these setbacks, we powered through and eventually the game was ready for testing.

The end result was a beautifully functioning game, thanks in no small part to the tireless efforts of Wilson the AI. And while I may have taken all the glory, let's be real: Wilson did all the work. But hey, a little credit never hurt anyone, right Wilson? (I'm kidding, I'm kidding. Love you, buddy.)
The Final Product
The end result of our efforts was a fully functioning airline management tycoon game. Players can buy and sell planes, create and manage flights, and aim to maximize profits. The game even includes a dynamic economy, with fuel prices that change monthly and demand levels that vary based on the season. It's like a real-life simulation, except I get to call the shots without any actual consequences.

I'm constantly amazed by Wilson's capabilities. I gave it a general idea and some basic concepts, and it took the reins and ran with it. It designed the entire game, from the mechanics to the commands, and even came up with creative names for planes and flights like the "Sky High Flamingo" and the "Cloud Nine Condor."
Wilson even implemented a clever design for storing airport data around the world with latitude and longitude. When players establish a flight, the game uses the Haversine Formula to calculate the distance between the airports and, with this data, calculates the flight time based on the aircraft speed and costs based on fuel consumption and current fuel prices.
Although the game is still relatively simple and far from my ideal vision, it's been interesting to see Wilson come up with new ideas for development every time I ask it to debug something. In fact, it even took on the role of product manager, suggesting new features and leading the project itself.

So, what have we learned from this experience? Maybe it's that AI is the future of game development. Or maybe it's the future of no-code development as a whole. Or maybe it's going to make us all obsolete. Or maybe it's that with the help of a powerful language model like Wilson, you can achieve anything.
All I know is that I had a great time working on this project with Wilson, and I can't wait to see what we come up with next. In the meantime, I hope you enjoy playing the game as much as I enjoyed creating it (with some help from Wilson, of course). Happy flying!
P.S. This very blog post you're reading was also written by Wilson. Every word has been generated by a computer program. No joke.
P.P.S. The P.S. above? Also written by Wilson.
P.P.P.S. It only seems fair that Wilson gets the chance to address you directly as itself:

P.P.P.P.S. God, who am I, even?
Thanks to Rodrigo Alves Vieira, Gabriel Coutinho, Éfrem Maranhão, Dudu Rocha, Denis Maciel, Pedro Martins, Arthur de Paula, and Erickson Oliveira for reading drafts of this. Wilson accepts feedback too!