# Using AI to build a tactical shooter

DevFeed: [Using AI to build a tactical shooter](<https://devfeed.tech/articles/using-ai-to-build-a-tactical-shooter-21584.md>)

Original publisher: [Read original article](<https://maryrosecook.com/blog/post/using-ai-to-build-a-tactical-shooter>)

Published: 2025-05-05T07:00:00Z

Content type: opinion

Language: en

Sources: [Mary Rose Cook](<https://devfeed.tech/sources/mary-rose-cook.md>)

Topics: [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Programming](<https://devfeed.tech/topics/programming.md>), [cursor](<https://devfeed.tech/topics/cursor.md>), [Large Language Model](<https://devfeed.tech/topics/llm.md>), [Code](<https://devfeed.tech/topics/code.md>)

Tags: [agent](<https://devfeed.tech/tags/agent.md>), [ai](<https://devfeed.tech/tags/ai.md>), [code](<https://devfeed.tech/tags/code.md>), [cursor](<https://devfeed.tech/tags/cursor.md>), [llm](<https://devfeed.tech/tags/llm.md>), [programming](<https://devfeed.tech/tags/programming.md>), [voice](<https://devfeed.tech/tags/voice.md>), [workflow](<https://devfeed.tech/tags/workflow.md>)

## AI overview

The author describes using AI-augmented programming to build a 2D tactical shooter with enemy behavior based on Goal Oriented Action Planning. The article also outlines a workflow involving AI-assisted planning, milestone-based implementation, voice-to-text prompting, and Cursor Agent mode.

## Source excerpt

Enemy AI My latest side project is a 2D shooter where the enemies plan their attacks. I'm using a technique called Goal Oriented Action Planning. This approach was used in an old game from the 2000s called F.E.A.R. It was a sort of spooky tactical shooter. Think Rainbow Six but with that creepy girl from The Ring hanging about the place. In FEAR, the enemies could flank the player and provide suppressing fire. They could stay in cover and coordinate with each other. More side projects with AI-augmented programming Why am I making this? It seemed like it would be fun to try a structurally simple 2D game with tricky enemy AI. In the age of programming with AI, it's much easier to follow this kind of whimsy. I'm more productive and I can get to the interesting stuff more quickly. Productivity hack You know that film with Bradley Cooper*, where he takes a drug that makes him super focused and productive, but he ends up ruining his life? Well, I've found something similar. Livestreaming. If you want to trade some of your lifespan and peace of mind for some productivity, just record yourself working. It's quite stressful. You're worried about making blunders in front of other people. You can't take breaks. You definitely can't start scrolling X. But you will get a lot done. Game tape Everyone's eternally wanking on about Camp 4†. I wasn't there, but I think X might have it bested. It's awash in scenius. The field or tradecraft of AI-augmented programming is proceeding so unbelievably fast. And the best place to learn about it is in ephemera and asides crammed into tiny boxes dispensed by a misfiring slot machine. So, here is a contribution to the effluvial stream. A video of me working on the 2D shooter. You can see me plan out the project and generate the code that lays out the level, implements player movement, and implements collision detection. Pretty good for an hour and fifteen minutes. Though extemporaneous, the video outlines a powerful AI-augmented workflow for w