I started a bit of an exploration around prompts and code a week or three back. I want to figure out the down/up-sides and create tools for myself around it. So, for this project (a game), I decided "for fun" to try to not write any code myself, and avoid narrow prompts that would just feed me single functions for a very specific purpose. The LLM should be responsible for this, not me! It's pretty painful since I sti…
That's a beautiful readme, starred! Out of curiosity, right now would you say you have saved time by (almost) exclusively prompting instead of typing the code up yourself? Do you see that trending in another direction as the project progresses?
If there is time saved, it is mostly because I don't fear some upcoming grunt work. Say, for instance, creating the "Builder" lemming. You know pretty much exactly how to do it but you know there will be a lot of one-off errors and subtle issues. It's easier to go at it by throwing together some prompt a bit half-heartedly and see where it goes.
On some prompts, several hours were spent, mostly reading and debugging outputs from the LLM. This is where it eventually gets a bit dubious -- I now know pretty much exactly how I want the code to look since I have seen so many variants. I might find myself massaging the prompt to narrow in on my exact solution instead of making the LLM "understand the problem".
Much of this is due to the contrived situation (human should write little code) -- in the real world you would just fix the code instead of the prompt and save a lot of time.
Thank you, by the way! I always find it scary to share links to projects! :-)