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Mmorpg World of ClaudeCraft, vibe coded with Fable 5

worldofclaudecraft.com

21–30 of 117 posts

Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#22
post #7

I’m on a phone so I can’t see what this does, but it reminded me of this great presentation of a game style agent manager AgentCraft: putting the orc in orchestration https://youtu.be/kR64LOqBBCU?si=d3IS7SVy2lv0hM_A

fwiw, it loads on my (i)phone

Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#24
post #20

This was made in 2 days and 91% of the Max 20x plan, as the author stated on the Reddit thread, so roughly ~$200. Supposedly, existing free assets were used and weren't generated. I'd say demos like these stand to profit the most from LLMs, if the goal is to make as much as possible in a few days: a barrage of quests are easy to generate, so are gear choices, and some skills for the initial 9 classes to pick from. A…

> a world where a machine can create this with minimal intervention by humans

"Create" is doing a lot of lifting here. As you (and the original author) mentioned, almost everything was assembled from downloaded free assets and libraries. Almost everything is a copy-paste. The Fable part is linking and debugging until it doesn't crash.

The main value proposition of LLMs is to wash the credit away from the giants and take it for yourself.

I wish we would give credit to Kenney [1] for making sick asset packs, mrdoob for making THREE.js [2], etc. than Fable for running curl/wget...

[1] https://kenney.nl/assets [2] https://threejs.org/

Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#27
post #20

This was made in 2 days and 91% of the Max 20x plan, as the author stated on the Reddit thread, so roughly ~$200. Supposedly, existing free assets were used and weren't generated. I'd say demos like these stand to profit the most from LLMs, if the goal is to make as much as possible in a few days: a barrage of quests are easy to generate, so are gear choices, and some skills for the initial 9 classes to pick from. A…

> by spending more time on the project and testing it yourself

> a human would generally spend a lot of time here,

This was always the hard part - game engines, asset libraries and all other services / SDKs were always making code-generation cheaper every generation.

Releasing a bug-free, thoughtfully built product requires a lot of attention and product skill.

Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#28
post #7

I’m on a phone so I can’t see what this does, but it reminded me of this great presentation of a game style agent manager AgentCraft: putting the orc in orchestration https://youtu.be/kR64LOqBBCU?si=d3IS7SVy2lv0hM_A

fwiw, it loads on my (i)phone

It loads but you can’t interact

Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#29
post #20

This was made in 2 days and 91% of the Max 20x plan, as the author stated on the Reddit thread, so roughly ~$200. Supposedly, existing free assets were used and weren't generated. I'd say demos like these stand to profit the most from LLMs, if the goal is to make as much as possible in a few days: a barrage of quests are easy to generate, so are gear choices, and some skills for the initial 9 classes to pick from. A…

The plans have weekly limits, but are charged monthly. So this is actually only about ~$45.
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