
Tech • IA • Crypto
Des outils alimentés par l’IA comme Base44 permettent aux individus de créer et publier des jeux mobiles complets avec un minimum de code, en utilisant des instructions en langage naturel.
Des plateformes comme Base44 transforment la création de jeux en permettant de générer des expériences jouables via des instructions textuelles. Au lieu de coder manuellement, le système gère automatiquement la physique, les environnements et les mécaniques de base. Cela abaisse la barrière d’entrée pour les créateurs indépendants et accélère le prototypage, du concept à l’exécution en quelques minutes.
Un endless runner 3D fonctionnel peut être généré en définissant des mécaniques simples comme l’avancée automatique et des parcours procéduraux. L’IA construit un terrain infini, les mouvements du personnage et la physique sans configuration manuelle. Cela fournit rapidement une base jouable, permettant aux développeurs de se concentrer sur l’amélioration du gameplay plutôt que sur l’infrastructure.
La qualité du gameplay dépend de systèmes d’entrée réactifs, surtout dans les genres rapides. Les gestes mobiles—glisser vers le haut pour sauter, vers le bas pour glisser, et latéralement pour tourner—peuvent être implémentés via des prompts. Des fonctionnalités comme les contrôles par inclinaison de l’appareil permettent des déplacements précis entre les voies, améliorant l’expérience lorsqu’ils sont bien calibrés.
Pour maintenir l’engagement, les systèmes générés par l’IA introduisent des obstacles aléatoires comme des jets de feu, des chemins brisés et des routes qui se rétrécissent. Leur fréquence et complexité augmentent selon la progression du joueur. L’approche procédurale évite les schémas prévisibles et favorise un gameplay réactif.
Des pièces à collecter et divers power-ups—boucliers, aimants à pièces, boosts de vitesse et invincibilité temporaire—apportent variété et motivation. Chaque bonus possède un retour visuel et sonore distinct, créant des moments de répit et d’excitation dans des boucles de jeu intenses.
Un système de boutique intégré permet de dépenser la monnaie du jeu pour des améliorations comme la durée des bonus, des multiplicateurs de pièces et des départs anticipés. Ces systèmes reposent sur un stockage persistant, garantissant la conservation de la progression entre les sessions. La progression structurée transforme des parties répétitives en sentiment d’évolution à long terme.
Plusieurs personnages jouables avec des styles visuels uniques et de légères variations de gameplay apportent de la diversité. Exemples: un explorateur classique, un coureur tribal plus rapide et un chasseur de trésor furtif. Même de petites différences maintiennent le gameplay frais et personnalisé.
Des éléments HUD en temps réel suivent la distance et les pièces collectées, tout en conservant un meilleur score persistant. Des indicateurs visuels comme « nouveau record » renforcent la motivation et la rejouabilité. Des boucles de feedback claires sont essentielles pour maintenir l’engagement.
Des conséquences définies—ralentissement après des erreurs mineures ou fin de partie après des collisions majeures—ajoutent de la tension. Des éléments visuels comme des captures animées par des ennemis renforcent l’impact émotionnel de l’échec, encourageant de nouvelles tentatives.
La monétisation peut être intégrée directement via Stripe, permettant des achats intégrés comme des packs de pièces. Les développeurs peuvent tester les transactions dans des environnements sandbox avant la mise en ligne, offrant un passage simple du prototype à un produit générant des revenus.
Des outils comme Buildbox aident à empaqueter et valider les applications pour des plateformes comme l’Apple App Store et Google Play. Des vérifications automatisées assurent la conformité, tandis que des corrections assistées par IA résolvent les problèmes avant soumission, simplifiant le déploiement final.
Les plateformes pilotées par l’IA compressent le cycle de développement des jeux, permettant une création, une monétisation et une distribution rapides de jeux mobiles, même sans expertise technique traditionnelle.
If you've ever had an idea for a game, you've probably also thought there's no way I can actually build that. And it usually feels like something that requires coding, a full team, and a lot of time just to get started, right? But that's starting to change. With tools like Base44, you can take a rough idea and then turn it into something playable just by describing what you want. Instead of getting stuck on technical setup, you can just focus on the experience, how the game should feel, how it should respond, and what makes it fun. So, today we're going to build a 3D endless runner inspired by Temple Run, but not just a basic version here. We're putting together something that feels complete with smooth controls, a growing level of difficulty, unlockable content, and even a built-in way to monetize. So, that by the end you won't just have something that works, you'll have a game that's ready to be published to the App Store and be shared. Base44 is one of the best AI game builders at this moment, and I added a special link in the description down below so you can go ahead and check them out, too. Now, if you want to master Base44 and learn how to build profitable games, SaaS apps, websites, and mobile apps with AI, I've created a complete master class that shows you exactly how to do it all step-by-step. And since you are watching this video, thank you very much, you can also join completely free. So, usually it is $299 to join, but for people that are watching this video, it's free to join. Just check out the link in the description to join my Base44 master class and really start building your own AI-powered business today. All right, let's get right into it. So, before adding any features, visuals, or anything fancy, the most important thing to get right here is the core gameplay. Every good arcade game is built on a loop that feels smooth, responsive, and consistent. And if that foundation doesn't feel right, everything else just falls apart. For an endless runner, this means creating a world that can keep going infinitely without breaking or feeling repetitive. So, let's start by heading over to base44.com, and this is where we'll build everything from the ground up. So, in the prompt bar here, enter your phase one instruction. Create a 3D endless runner game heavily inspired by Temple Run. Implement a character that automatically runs forward on a procedurally generated path that gets progressively faster and harder as time increases. And once that's in, click the run icon and give it about 3 to 5 minutes. During this time, the AI is setting up the environment, physics, and the core movement system behind the scenes. Now, what's great here is that you do not have to configure anything manually. You're immediately given a working version of your game, which makes it much easier to test and build on. And after it finishes, open the preview tab here and check how it behaves. The character you see should continuously move forward, and the path should generate endlessly without any gaps or interruptions. So, at this point, you already have a pretty solid gameplay foundation, a responsive 3D environment that handles movement and physics and infinite terrain all automatically. And so, that's your base, and then everything we add next we'll build on top of this. Now that the game is running, the next step is making sure that, well, it actually feels good to play. Now, in fast-paced games like this, controls need to be instant. Even a slight delay between a swipe and the character's movement can make the game just feel off. And that responsiveness is what makes the difference between something that feels smooth and something that feels just frustrating. So, let's go back to the prompt bar and enter this prompt. Implement mobile responsive swipe controls. Swipe up to trigger a jump animation and physics shift. Swipe down to slide under obstacles, and swipe left and right to execute 90° turns at path intersections. Run the prompt, then jump into the real-time preview to go ahead and test it out. And try each movement, jumping, sliding, and turning, and pay attention to how the character reacts. You'll notice that when you do swipe down, for example, the character quickly drops into a roll, and when you swipe up, they launch into a jump. So, these animations should feel tight and responsive, and more importantly, the hit boxes should adjust properly, so movements register accurately during gameplay. Now, this step is all about control and precision, and once it feels right, then you made the game much more playable and a lot more satisfying, too. So, at this point, your character can jump and slide and turn, but movement still feels a bit limited. Everything is based on swipes. To make the gameplay feel more dynamic and controlled, we can add another layer of movement using your device itself. So, instead of relying only on gestures, we'll let players subtly shift left or right by tilting their phone, and this gives much finer control, especially when navigating tight spaces or collecting coins. Let's send over this prompt: Integrate device tilt functionality for lane movement. should move horizontally across three lanes based on the device's tilt angle to allow for precise coin collection and obstacle avoidance. Before running it, just click the settings icon in the bottom left here, and make sure the AI model is set to automatic or ChatGPT 5. Doing this helps handle the more precise calculations needed for smooth tilt behavior. And once it is generated, you can fine-tune how it feels. Open the discuss toggle and just ask, "How can I make the tilt sensitivity feel more natural for mobile users?" Apply the suggestions. Usually, this involves adding a slight damping effect, so the movement doesn't feel too sensitive or jittery. And after that, test it again in the preview. You'll notice the character now leans and slides between lanes as you tilt your device, making movement feel much more fluid and controlled. So, with this added, the game starts to feel a lot more polished and a lot closer to something players would actually enjoy. Right now, the game works, but it's still too, I'd say, predictable. If players can memorize patterns, they'll eventually fall into a rhythm, and that's when things start to feel boring. What keeps an endless runner exciting is unpredictability. Players should always feel like they need to react in the moment. So, let's go ahead and enter this prompt. Create various random obstacles, including fire jets, broken pathways, tree roots, and narrowing sections. These must spawn at increasing frequencies as the player's distance increases to ramp up the difficulty. So, run that, jump into the preview again, and play a few rounds. Don't just test it out once. Try multiple runs and really pay attention to how obstacles appear. Now, what you're looking for is balance. The game should feel challenging, but never unfair. Obstacles shouldn't spawn in a way that makes survival impossible. As you test, you'll notice the environment starts to feel more alive and more dangerous. Fire jets shoot across the path unexpectedly. Broken sections force quick decisions, and tree roots just appear that require instant reactions, like jumping or switching lanes. And each run should feel slightly different from the last, keeping our players alert instead of relying on memorization. But, here's the thing. Now, Base44 is incredibly powerful, as you've seen, but most people don't even know how to use it properly. They end up building basic apps that don't make money or websites that don't even convert. So, that's exactly why I created my complete Base44 masterclass. Now, inside my course, I'm going to show you, step-by-step, how to build profitable SaaS businesses, high-converting websites, and mobile apps, all using AI with zero coding required. You're going to learn how to build SaaS apps that solve real problems and generate recurring revenue. The exact prompts and strategies that I use to create professional websites in minutes. How to clone successful apps and then add your own profitable twist. And also, my proven system for turning base 44 projects into actual income streams. Now, this is not theory, not at all. I'm going to walk you through real builds. I'm going to show you my exact process, and of course, I'm going to give you the templates and the frameworks that have helped my students launch successful AI-powered businesses. So, if you're serious about building something profitable with AI in 2026, you got to click that link in the description to join the base 44 masterclass. I promise you, your future self will thank you for taking action today, right now, instead of watching another tutorial. And so far, the game is all about avoiding obstacles, but it also needs moments that feel rewarding. If players are constantly under pressure with nothing to gain, well, then the experience can just start to feel repetitive as well. And that's where coins and power-ups come in. They break up that tension and give players something to chase during each run. Go to the prompt bar and enter your phase two logic. Add collectible coins along the path and four unique power-ups. Shields prevent staff for one hit. Coin magnets absorb coins. Speed boosts boost forward at a certain distance. Character cannot die during this. And invincibility. Character receives immunity to all obstacles for a brief period of time. Add a unique color, UI animation, and sound effect for each power-up activation. Run that prompt and test it in the preview. And as you play, you should start seeing coins scattered along the path along with different power-ups appearing at random. And each one should feel distinct, not just visually, but also in how it changes the gameplay. Whether it's pulling in coins automatically or giving you a short burst of invincibility, these moments add variety and give players a reason to keep pushing for a better run. And a game like this can be fun in short bursts, but if you want people to keep coming back, and we do, they need something to work towards. And that's where upgrades start to matter. When players can use the coins that they've collected to improve future runs, then the game stops feeling like the same loop over and over again and really starts feeling like progress. To build that system, we're going to add a dedicated shop now. So, paste this master prompt into Base64 to generate the store menu. Act as a senior game developer, build a new dedicated shop page for my Temple Run game with the following specifications. UI UX design, create a clean mobile responsive grid layout. Each upgrade item should have an icon placeholder, a title, for example, a shield duration, a current level indicator 1 through 5, and a purchase button showing the coin cost. Use a dark jungle-themed aesthetic with bold accents for the buttons. Persistence and database, link the shop to the user's table. When a player clicks purchase, check if their total {underscore} coins is greater than or equal to the upgrade {underscore} cost. If yes, subtract the coins and increment the specific upgrade level, for example, shield {underscore} level in the database. Ensure these levels persist across sessions. Upgrade logic, power-up durations, each level increases the active time shields, magnets, and boosts by 2 seconds. Coin multiplier, a permanent unlock that multiplies all collected coins in game by 2x. Head start, a one-time purchase that lets the player start the next run at 500 m distance. Navigation, add a back to game button that saves the state and returns the player to the main menu. All right. So, once that prompt is done, open up the dashboard from the top navigation and then go to the users tab. Check that fields like total {underscore} coins and the new upgrade column such as shield {underscore} level were created automatically. And that's what makes the upgrades persist instead of resetting every time the player leaves. After that, open up the pages menu in the top left here and make sure the shop has been placed on its own page called, well, shop. Keeping the store separate from the main gameplay scene makes the whole app just feel cleaner and more organized. Now, for the final touch, use visual edit and click on the purchase buttons. Then prompt the AI, make these buttons glow gold when the user has enough coins to afford the upgrade." Once everything is in place, you should have a proper shop screen with the player's coin balance visible at the top and upgrade options laid out clearly below it. Instead of coins being just another collectible, they now have a real purpose. At this stage, the game already feels functional, but it can still feel a bit one-dimensional if every run looks exactly the same. So, adding different characters helps break that up. It gives players options, adds personality to the game, and introduces small variations that make each run feel slightly different. And to add this, let's prompt the AI to build a character selection screen with three different runners. Each one, of course, should look visually distinct and come with a small gameplay variation. So, the first character is the default explorer, designed with a classic jungle adventurer look. Khaki gear, practical styling, and the familiar explorer hat. The second character should feel faster and lighter with a tribal warrior design that includes face paint and bone armor to match the speed boost. And the third should lean more stealthy with a treasure hunter style built around a darker, tactical outfit, and glowing night vision goggles, along with a slightly longer slide duration. Let's make all three characters free and immediately available, so you can test the whole system without adding another unlock requirement. Not yet. After generating it, you should see a new character button in the game's main menu. Clicking it opens a separate character selection screen where players can switch between the three runners and choose the one they want to use. Even with small ability differences, this adds a nice layer of variety and helps the game feel more complete. Now, one thing that keeps players hooked is the feeling that they can always do better. Even if the gameplay stays the same, having something to beat, whether it's a previous score or a distance, adds that constant push to just try and try again. And so, to build that into the game, let's prompt the AI to add a HUD that tracks the distance run in meters along with the number of coins collected during each run. It should also include a persistent high score system that updates after every attempt, so that progress is always recorded. After generating it, take a look at how the interface appears during gameplay. If it feels cluttered or hard to read, you can refine it by prompting the AI to reposition the score display to the top middle of the screen with a semi-transparent background and a brighter, more visible text style. And when everything is set up properly, you'll now see a clean overlay that updates in real time as you run. The distance counter steadily increases, and when you do pass your previous best, a small new best indicator appears, giving immediate feedback and a reason to keep pushing further. So, a game like this needs clear consequences when something goes wrong. If there's no real penalty, then the tension just disappears. Players should immediately feel when they make a mistake, and the game should respond in a way that's both clear and satisfying. So, to set that up, let's prompt the AI with "Implement death mechanics. Tripping on a tree root should slow the player down, while falling off a hole or hitting a fire jet should trigger a game over screen. Add an animation of demon monkeys catching the player if they trip on a tree root. There should be a play again button to begin the game again after dying and a main menu button." So, after generating it with that prompt, test how each scenario plays out. Running into obstacles should feel different depending on what happens. Some mistakes give you a brief chance to recover, while others just end the run completely. You can also improve the feedback by using the discuss feature and asking, "What sound effect should play during a collision to make it feel more impactful?" Then, apply the suggestion, usually something like a heavy thud or crash to make collisions feel more physical and noticeable. And when everything is working properly, hitting a major obstacle should immediately transition into a game over screen with a clear message and options to restart or return to the menu. If the player trips, you'll see the character get caught by those lanky like enemies, which does add a bit of personality to the failure instead of it just feeling abrupt. Now, this part defines the stakes. Mistakes don't just slow you down, they end the run and push you to try again. So, now the game is fully playable, but to turn it into something more than just a project, we do need a way to monetize it. A simple and effective approach is offering in-game coin packs, and Stripe makes it easy to handle payments securely without having to build everything from scratch. So, let's head over to the dashboard, then go to integration and select Stripe. Click use and you'll be guided through a few setup options. Choose the flow for purchasing in-game coin packs, then proceed and install Stripe into your project. For now, it's best to use a sandbox account so you can safely test everything without real transactions. If you already have a live Stripe account, then you can go ahead and skip that and just paste your publishable key and secret key into the integration settings. To set up the sandbox, just go back to the Stripe section and click claim your Stripe sandbox, then follow the steps on the Stripe website to create and activate it. Once that's done, return to Base 44. Next, click published in the top right corner, set the app visibility to public no login, and publish your app. Copy the app link and then open it in your browser. There, try purchasing a coin pack. Then, you'll be redirected to Stripe's checkout page. And after that, use a test card number 4242, use that four times straight to simulate a successful transaction. After completing the flow, you should see that the purchase process works end to end from selecting a coin pack to completing the payment. And this confirms now that your monetization system is properly integrated and ready for real use when you switch to a live Stripe account later on. Building the game is one thing. Getting it into people's hands is another. So, turning your project into a real mobile app means going through Apple's and Google's publishing process, which does come with its own requirements around security, formatting, and compliance. Fortunately, Buildbox helps simplify a lot of this by generating the build files for you and running to make sure your app meets those store standards before you even upload anything. For the Apple App Store, there are a few extra steps involved since Apple has stricter requirements. You'll need an active Apple Developer Program membership, which does cost $99 per year, and access to a Mac to complete the final upload. Start by going to the top right corner of the Buildbox builder and clicking publish, and then select mobile app. And from there, click check your app and choose App Store guidelines. The AI will then scan your app for common issues like layout problems or missing privacy links. And if anything comes up, you can use fix with AI to automatically adjust your app until everything passes and shows as ready. So, yeah, there's your game. You can open it up, you can run it, you can play it, and if you really wanted to, you can just put it out there right now. It's not just a concept anymore, it actually works. And the interesting part is none of this is locked in. You can change how it feels, you can add new mechanics, you can redesign the whole thing, or turn it into something completely different. This is just one version of it, and from here it's really just about what you want to do next. All right, so thank you for watching, and I'll see you in the next one.