Agentic Game Development: How AI Became My Thinking Partner
🧠 Agentic Game Development
How AI became my thinking partner while building a strategy game from scratch
🔧 Weekly Progress: From Code Cleanups to Celestial Phenomena
This past week, Stellar Throne saw a wave of architectural improvements, feature expansions, and quality-of-life upgrades across nearly every subsystem.
It began with a major refactor, standardizing the entire codebase to camelCase and implementing a robust event-driven communication system. All core managers — including FleetManager, ColonyManager, VictoryManager, TradeManager, and more — now communicate via the unified GameMessage enum and a central EventManager.
The user interface also leveled up, with contextual action buttons added throughout the HUD:
- 🛠️ Build buttons in star and planet panels
- 🧠 Research and 🤝 Diplomacy buttons in the Empire HUD
- ⚔️ Invasion buttons for enemy worlds
- 🚀 Manage button in the Fleet HUD to open the new Fleet Composition Panel A key milestone landed with the completion of Phase 6: Galaxy Generation, introducing customizable celestial phenomena — including nebulae, asteroid fields, and spatial anomalies — that now dynamically impact gameplay and exploration.
On the stability front, the dev cycle focused heavily on bug fixes and infrastructure:
- Persistent colony and shipyard notifications now restore correctly
- Construction queues and colony projects save/load reliably
- Memory leaks and double-free issues in PersistentNotificationManager were resolved
- The save directory is now configurable
- A major test suite cleanup squashed symbol collisions, fixed failing tests, and added a test_saves directory to isolate test data It was a big week — both in code and in cosmos.
Behind all these systems and improvements is something more foundational: a development process shaped around AI as a thinking partner. That’s what I want to unpack in this post.
🧠 Agentic Game Development
I didn’t stumble into this workflow. I started here on purpose.
When I began Stellar Throne, I wasn’t just building a game — I was running an experiment. Could I treat an AI not as a code generator, but as a junior developer? Could I hand it design goals, give it architectural guidance, and let it figure out the rest?
This wasn’t a case of discovering agentic workflows after using autocomplete.
This was agentic from day one.
I designed the project to see what an AI could do when treated as a collaborator — not a helper. Not a chatbot. Not a glorified linter.
The answer turned out to be: a lot more than I expected.
But also: only if I gave it the right setup.
🧹 What Is Agentic Development?
Agentic development is goal-based collaboration with AI.
Instead of telling the model what to type, you tell it what to achieve. You treat it like a junior (sometimes senior) dev that can reason, plan, and take initiative — within bounds.
If prompt engineering is scripting, agentic development is directing.
Where prompt-tweaking tries to get a perfect paragraph, agentic coding builds a feedback loop. You give a goal, the AI proposes a plan, you critique, it adjusts. You’re in the creative lead seat — the AI is in the dev chair.
You stop telling it what to do — and start telling it what you want.
🚀 Why Start from Scratch with AI?
I didn’t retrofit AI into an existing codebase. I built Stellar Throne for this exact kind of collaboration.
That gave me a huge advantage:
- I could write
CLAUDE.md
up front - I could establish naming conventions and architectural rules with AI in mind
- I could shape every system — from messaging to input to combat — as something an agent could understand and extend
Because of that, I skipped the frustrating “autocomplete but wrong” phase many devs hit when first using LLMs. I didn’t get annoyed when it hallucinated. I expected it.
Instead, I asked: How can I give it better grounding?
That question shaped my entire workflow.
📇 The Foundation: CLAUDE.md
Most AI devs hit a wall because their tools don’t know the codebase.
The trick is: tell them.
CLAUDE.md
is my project’s operating manual. It’s written for the AI, and includes:
- File and folder layout
- Architectural rules (e.g. who owns turn flow, who handles rendering)
- Coding conventions (camelCase, modular system managers, no globals)
- Messaging system (
GameMessage
,UIMessage
) - What not to do (e.g. don’t invent new managers, don’t bypass input queues)
Every time I give Claude a task, it has CLAUDE.md
to reference. It’s like onboarding a new dev — once. Then giving them a desk and a TODO list.
The difference was night and day.
🛠️ How I Work With AI — Agentically
1. Start With a Goal
Example prompt:
“Design and implement a supply depot mechanic that supports range extension for fleets, integrates with the fuel system, and supports AI evaluation.”
I don’t ask for a function. I ask for a feature.
I don’t give it code. I give it purpose.
2. Get a Drafted Plan, Not a Code Blob
Claude returns:
- System summary
- Suggested structs and enums
- Integration points with
GameMap
andempireLogistics
- Proposed UI states
- Edge cases (e.g. what happens if a depot is destroyed mid-turn)
Sometimes the code is a mess. That’s fine — I’m not judging its syntax.
I’m evaluating the thinking.
3. Critique and Redirect
This is where the real work happens:
- “This breaks encapsulation.”
- “Use the
fleetRangeMap
already defined inempireMovement
.” - “Good catch on the AI evaluation function — can you suggest weights?”
The AI adjusts. It adapts.
I iterate until the shape feels right — then I polish it manually or kick it to ChatGPT for cleanup.
4. Document and Update CLAUDE.md
Once a new pattern emerges, I update the spec. That way, the next time I prompt something similar, the AI is starting from a more accurate mental model.
🎮 Real Systems Built Agentically
🧠 Diplomacy AI and Personalities
Prompt:
“Design a personality-driven diplomacy system for 4X empires, with attitudes, thresholds, and memory of past actions.”
Claude generated:
- Six archetypes: Isolationist, Opportunist, Zealot, etc.
- A reaction matrix for treaties, threats, and favors
- Bias and memory scores
- Suggested
empireOpinion
struct layout - Integration hooks for alliance negotiation and betrayal
It wasn’t perfect — I had to restructure half the opinion logic — but it got me 80% of the way, and it triggered design ideas I hadn’t considered.
⚔️ Ground Combat System
Prompt:
“Add tactical ground combat that occurs after an invasion begins.”
AI returned:
- UI sketch: unit grid with fog-of-war
- Turn structure: initiative-based
- Unit stats and modifiers
- Terrain bonuses
- Stub for
combatResolution.passTurn()
This saved days of work. The combat loop came together quickly, and I could focus on designing interesting units, not plumbing mechanics.
📅 Development Roadmap
I gave Claude the GDD and asked for a milestone plan. It returned:
- Suggested sprint phases
- Dependency ordering
- Risk flags (e.g. “diplomacy will require UI and AI coordination”)
- Estimated time ranges
It even split tasks between “needs game logic” and “needs UI” — a smart separation that I kept.
⚠️ Where Agentic Coding Fails (and How I Catch It)
AI isn’t magic. Here’s what still goes wrong:
- Hallucinated APIs: Calls functions that don’t exist
- Overconfidence: Suggests changes that break flow
- Bad system boundaries: Mixes responsibilities across modules
- Stale assumptions: Doesn’t realize
empireEconomy
was refactored
That’s why you still need to:
- Guide
- Review
- Test
- Integrate manually
But for every one mistake, I get five solid suggestions.
And every pass improves alignment.
🧑🎨 The Real Payoff: Creative Bandwidth
This workflow changes what it means to be a solo developer.
You stop spending 70% of your time on scaffolding and boilerplate.
You stop getting bogged down in decision paralysis.
You get to prototype faster, explore alternatives, and focus on what matters.
Your job becomes:
- Give vision
- Set constraints
- Evaluate results
- Refine the game
In other words: design at scale, without a full team.
🔮 Where Agentic Game Development Is Headed
The next wave is coming. Here’s what I see on the horizon:
- Persistent agents: Memory across sessions, style retention
- Multi-agent teams: UI Claude, AI Claude, Logic Claude
- Codebase-embedded models: AI that knows your full repo and commit history
- Simulation-aware agents: AI that runs a test game loop before proposing code
- Integrated editors: AI that works live inside your game engine with contextual awareness
- Libraries for AI: Game development libraries designed for AI to use instead of humans
The future isn’t “AI writes your game.”
The future is: you build like a director with a crew of agents that speak game design fluently.
💡 Final Thoughts
Agentic Game Development has redefined how I build.
It’s not faster just because AI types quickly — it’s faster because I spend more time making decisions, and less time typing glue code.
It’s not better just because AI helps me think — it’s better because it frees me to focus.
If you’re a game developer:
- Don’t wait for AGI to start experimenting.
- Set up a spec file.
- Prompt with goals, not syntax.
- Review, correct, and iterate.
It won’t always get it right. But it will push you forward.
This is how I’m building Stellar Throne.
With agents. With intention. With vision.
And you can too.
Categories: News, Development