← Prompt Library
Episode 01 · Godot 4.4 · GDScript · used identically on ChatGPT Codex, Claude Code & Gemini Antigravity

The GTA-Style Open World Prompt

This is the exact, unedited prompt from the video. Each AI got it once, in its own empty Godot 4.4 project — no design help, no human code. The rules that make it interesting:

You are competing head-to-head against other state-of-the-art AI models to build the best game you
can - and the entire process is being recorded for a YouTube video where viewers decide which AI
won. Give this your absolute best work: the most impressive visuals AND the most fun gameplay you
can produce. Treat it as a competition and try to outdo the others.

Build a complete 3D open-world game from scratch in this Godot 4.4 project, using GDScript. It's a
third-person, GTA-style sandbox set in a small but fully explorable town. Do NOT make a shallow
demo - build a real, polished, playable prototype.

HARD CONSTRAINTS
- Godot 4.4, GDScript only (no C#).
- Godot 4.x syntax differs a LOT from 3.x and from older 4.x versions. Before using any Godot
  class, node, or function, verify it against the CURRENT Godot 4.4 documentation - search the web
  for version-specific syntax whenever you're unsure. Do NOT use outdated 3.x APIs. (Core classes
  you'll likely use: CharacterBody3D for the player, VehicleBody3D + VehicleWheel3D for cars, the
  Forward+ renderer for visuals.)
- Build ALL visuals from Godot's built-in primitive meshes (BoxMesh, CapsuleMesh, CylinderMesh,
  PlaneMesh, etc.) created in code. Do NOT download or use any external 3D models, textures,
  images, or audio. Make the most realistic-looking procedural primitive-based city you can within
  Godot - using lighting, materials, scale, shadows, atmosphere/fog, a world environment,
  reflections where possible, and dense detail.
- Desktop keyboard + mouse controls.
- Everything lives in this single Godot project. Set up a main scene so the game launches and is
  playable when the project runs.

EXECUTION RULES (this is how you win)
- The `godot` command (Godot 4.4) is available in your terminal. You MUST run and TEST your own
  code - do not just write it blindly. After every major system, run the project headlessly to
  catch parse/runtime errors, e.g.:  godot --headless --path . --quit  - and fix ALL errors before
  moving on.
- Use modular scripts and scenes. Do NOT cram everything into one giant script.
- Keep iterating - don't stop at a stub. Build the whole thing until it is complete and polished.

THE GAME - a 3D GTA-style sandbox with:

WORLD
- A small but fully explorable 3D town: a grid of streets, blocks of buildings (varied box shapes
  and heights), sidewalks, road markings, lamps, traffic lights, signs, fences, alleys. Big enough
  to feel like free roam, with clear map limits.

PLAYER (on foot)
- A third-person character you walk and run around the town with a follow camera.

VEHICLES
- Cars parked around town the player can enter and drive, with believable weight, acceleration,
  braking, steering, and drift, plus subtle camera shake. One key to enter/exit the nearest car.
  Camera follows in both modes.

LIVING CITY
- Traffic (cars driving the roads) and pedestrians (people walking the sidewalks) that look alive
  even if simplified. Collisions matter.

COMBAT & WANTED
- The player has a weapon and can shoot, with impact feedback (muzzle flash, hit effects). Causing
  chaos (hitting cars/people, shooting) raises a WANTED level; police spawn and chase with
  escalating pressure and sirens.

SURVIVAL
- The player has health, takes damage (crashes, gunfire, police), can die, and respawns.

PROGRESSION
- MISSIONS: at least 2 simple objectives (reach a marker, steal/deliver a car, survive the cops
  for a time, etc.).
- MONEY: earn cash from missions/chaos, and a basic SHOP to spend it (buy a weapon, a car, or heal).

UI
- A HUD showing health, wanted level, money, the current mission, and a minimap or objective marker.

DEFINITION OF DONE (it must actually do all of this, error-free)
The game launches directly from the main scene and runs without errors, with a full playable loop:
walk -> enter a car -> drive -> shoot -> raise the wanted level -> get chased by police -> take
damage -> complete at least 2 missions -> earn and spend money -> die and respawn.

This is a competition - aim to make the best-looking and most fun game of all the AIs. Polish
matters: smooth controls, a good camera, satisfying driving, clean UI. Keep building and testing
until it's complete.
Watch what the 3 AIs built with it →