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Mmorpg World of ClaudeCraft, vibe coded with Fable 5

worldofclaudecraft.com

31–40 of 117 posts

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

#33
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 barrage of quests are easy to generate, so are gear choices

Yeah that sounds like WoW retail heh.

Kill 200 boars.

Kill 300 boars.

Kill 250 boars and use this sword.

Kill 251 boars and use this special sword.

I heard about a better sword over there. You have to get past the 200 boars.

Wow, thank you for saving me from the boars. Please take this Boar Bane sword. You should try it out on 200 boars.

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

#34
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…

>Still, I can't entirely wrap my head around the fact that I live in a world where a machine can create this with minimal intervention by humans, and do a somewhat OK job at it, to the point where I'm willing to spend 10 minutes playing it.

Does this excite you?

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

#35
Everytime i read one of these vibe coded projects i wonder: Is AI capable of building well structured programs? Designs with strong separation of concerns. Clean code. Short, well defined functions.

This is not how I'd design much of this. Does that matter? AI and whatever training data used seems to differ.

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

#36
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

I was able to put in a username and password, choose a character and "enter the realm" but then within a second of the game graphics loading it crashes so I can't actually see what the game is about. Since it's called "World of Claudecraft" I thought it might be similar in concept to the AgentCraft video I posted. I still don't know if that's true.

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

#37
post #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 t…

This demo actually kinda blows my mind and makes me want to purse a game idea I had that wanted this exact aesthetic and capability

It gets said ad nauseam but a lot of software development is remixing. Think about how much gaming innovation happened in the Warcraft and StarCraft map editors. The Birth of tower defense, moba, and probably many more.

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

#38
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 barrage of quests are easy to generate, so are gear choices Yeah that sounds like WoW retail heh. Kill 200 boars. Kill 300 boars. Kill 250 boars and use this sword. Kill 251 boars and use this special sword. I heard about a better sword over there. You have to get past the 200 boars. Wow, thank you for saving me from the boars. Please take this Boar Bane sword. You should try it out on 200 boars.

Or, as a variation on the theme...

kill 200 brown boars.

kill 300 black boars.

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

#39

Creator here — fun to see this show up! I built this with Fable over a couple of days, on the side. It's a vanilla-WoW-flavoured micro-MMO in the browser: nine classic classes, three zones, a 5-player instanced dungeon, parties/duels/trades, and persistent characters. Free to play: https://worldofclaudecraft.com — and fully open source (MIT): https://github.com/levy-street/world-of-claudecraft Honestly the most mind-…

This is cool! I assume a lot of this was Fable orchestrating sub-agents with cheaper models, right? Something I noticed with Fable is that if it spun off three sub-agents in the cloud version of claude code, and then hit the 5-hour usage limit, all the work of those sub-agents would be lost (!). Did you run into the same thing?

One time though, I hit the limit when not running a sub-agent, and the agent resumed after the limit expired. Weird.

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

#40

Everytime i read one of these vibe coded projects i wonder: Is AI capable of building well structured programs? Designs with strong separation of concerns. Clean code. Short, well defined functions. This is not how I'd design much of this. Does that matter? AI and whatever training data used seems to differ.

I've built very large structured programs with claude. Talking about the structure is indeed an important part of the exercise. It's also an important factor in success. Context is limited and separation of concerns is an essential part in the LLM being able to do it at all. The chunk of "what needs to be done" needs to be small enough for it to be able to recall and reason about. Bad architecture will result in spinning your wheels constantly changing spaghetti soup that never meets spec.

Building a CAD kernel one of the essential pieces in getting from vaguely working to closing an extremely large number of gaps was some rather strict separation of concerns – without it we were just stuck on perpetual rearchitecting switching from methodology to methodology opening new gaps with each attempt to close others.

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