Earlier quoted context omitted.
> 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…
So basically what a normal person is going to do initially?
Mmorpg World of ClaudeCraft, vibe coded with Fable 5
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Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#52> 502 Bad Gateway nginx/1.24.0 (Ubuntu) hugged to death?
Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#53Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#54Well, this is outrageously impressive
Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#55Creator 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…
Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#56Earlier quoted context omitted.
> 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.
You no longer need another human to consume content, you just prompt your AI for the dopamine you want in that moment instead!
Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#57Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#58It's tale as old as time at this point: the LLM produced something sort of shaped like some other software, and did it in an impressively short amount of time, but it's basically impossible to bring a codebase made in this way up to production standards, or to maintain it in any reasonable way. Nobody's gonna pay money for this, or want to play it instead of Warcraft. Why should anybody care?
Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#59This 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…
I don't know what that means. I can post something random on social media and there is a chance some person will spend 10 minutes on it. I don't need an LLM nor any money for that effect.
Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5
#60Some people will see this and think "wow, in 5 more years I'll actually be able to make World of Warcraft". Some will see this and think "Wow, I can make World of Warcraft now with 1/100th the cost and engineers". Neither of these thoughts are right, though. The reality is more like "Wow, someone can make a game 10 times as good as World of Warcraft for the same[1] cost and number of engineers".
[1] - roughly $63 million, 5 years, 60 engineers