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Mmorpg World of ClaudeCraft, vibe coded with Fable 5

worldofclaudecraft.com

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

#61

Earlier quoted context omitted.

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…

No this was all running on Fable. Used like 93% of my Max plan over the course of 2 days to get the initial version running

Care to share prompts so we can see how involved you were vs how habds off you were able to be?

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

#62

Earlier quoted context omitted.

So basically what a normal person is going to do initially?

the difference people typically credit where things come from and not 'look at what the llm did' See how that works?

> See how that works?

Don't get cute.

Now to answer substantially, no frankly unless I'm legally required to I don't credit things. I usually specifically go for licenses that let me do whatever I want. I don't think I've ever credited a library I didn't have to I just use them and make things with them. That's the point of them and no one would raise your point in a pre LLM world imo.

Edit: Like as the point of absurdity no one is thanking the creators of postgres for every project that happens to use postgres. You still made a thing even if you didn't write your database from scratch.

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

#63

What is the point of all these projects like this, except to say that you did something? (that you didn't actually do but half-assed a minimally plausible version of, so hey) It'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 s…

it reminds me of no code builders when that was all the rage in like 2018 or so

nobody made anything interesting. all the arr sham was from people trying it out for a month and then realizing it sucks.

coding agents are only really useful in the hands of competent engineers.

there will be these type of projects by tourists that 99% of people will find useless and become throwaway wasteful projects.

hoping to FF to 2029 or whatever to see what’s next.

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

#64
Ok, this is impressive in terms of gluing things together

Yea it's buggy and janky in places, but equally it's coherent from a 3d perspective and 2d UI one

I don't know how many people have been trying to get claude to vibe code games, but it's really not good at it, I've been fiddling about and trying to make it work for a few months now

Yes, you can make flappy bird or snake level stuff, but anything much bigger honestly just falls over after a while

And that's after lots of prompting and feedback

Now what I'm really interested in here is how much of this was "strongly steered" vs oh that's cool, let's do that, ie trying to "sculpt" and fit an artistic vision of some kind that the driver is envisioning vs liking what it outputs and just asking for more of the same

The distinction between using it as a tool vs just being excited to take whatever it gives you

The other thing I'm wondering is how much of this is strongly indicative of claude's capability with typescript, I personally don't use it, so that might be hampering me more than I realised

This may be an unpopular thing to point out, but to those that are saying it's blindly copying code, I'm pretty sure most of the Wow code on the internet wasn't written in typescript, so there's some transformation going on there, how meaningful it is I'm less that certain about

I'm beginning to feel like I just wasn't ambitious enough[0], I was thinking of this as a good opportunity to see if Fable was capable enough to teach an abstract skill like game design

Though I am happy that the code it's generated so far is actually quite tractable, ie it's been working hard to keep itself maintainable, which honestly is new from my perspective, not sure what other people's experiences have been, but I tend to find that agent's in general are just a bit too willing to increase LOC without enough in the way of features to justify that line count in my mind, it makes the juice just not worth the squeeze in my mind

-[0]: Here's what 45% gets you on a 5x plan (https://github.com/Folcon/inkstain-engine)

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

#65
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.

Killing thousands of boars for fun/XP? This is basically ecocide. Shame on WoW for promoting such behaviour.

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

#66
post #64

Ok, this is impressive in terms of gluing things together Yea it's buggy and janky in places, but equally it's coherent from a 3d perspective and 2d UI one I don't know how many people have been trying to get claude to vibe code games, but it's really not good at it, I've been fiddling about and trying to make it work for a few months now Yes, you can make flappy bird or snake level stuff, but anything much bigger ho…

> Yea it's buggy and janky in places

Anyone who thinks that this makes it a bad WoW clone has probably not played very much WoW. There have always been lots of weird bugs, and recent expansions have only gotten worse.

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

#67

I guess we'll just call anything MMO now.

What would you call it? A small multiplayer online?

"Multiplayer" or "Online Multiplayer". Pretty common in the days before WoW. They didn't invent "MMO" (was that Ultima?), but people called those a lot of different things, like "MUD" or "MUCK", because the niches played differently. MMO became a catch all around the time of WoW, though. Made for a clear, simple distinction between internet scale player count games and countable concurrent player games.

Edit: didn't realize you were the author, asking a practical question about how to describe your project. Sorry about that. For that, I personally think you're fine. You're trying to tell people what it is, not be super technically accurate.

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

#68

Earlier quoted context omitted.

the difference people typically credit where things come from and not 'look at what the llm did' See how that works?

> See how that works? Don't get cute. Now to answer substantially, no frankly unless I'm legally required to I don't credit things. I usually specifically go for licenses that let me do whatever I want. I don't think I've ever credited a library I didn't have to I just use them and make things with them. That's the point of them and no one would raise your point in a pre LLM world imo. Edit: Like as the point of absu…

Were you not "[being] cute" yourself? I don't like it, but they did have to goad you into giving some substance.

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

#69

Earlier quoted context omitted.

> See how that works? Don't get cute. Now to answer substantially, no frankly unless I'm legally required to I don't credit things. I usually specifically go for licenses that let me do whatever I want. I don't think I've ever credited a library I didn't have to I just use them and make things with them. That's the point of them and no one would raise your point in a pre LLM world imo. Edit: Like as the point of absu…

Were you not "[being] cute" yourself? I don't like it, but they did have to goad you into giving some substance.

I didn't intend it that way, but I guess I can see it now. The point they made had not crossed my mind (as evidenced by my response of how I usually make projects, it wouldn't have) So to me the OP was complaining about something I saw as what would be a normal process for like a whole bunch of developers working on normal projects.

Frankly I think this is faux outrage now that a lot of people are getting wise to the fact a substantial amount of modern programming is basically simple pipefitting.

It was always true that the amount of people providing the foundations the rest of us do work on was super tiny and that was just kind of accepted as fact at least from my > 11 years in industry and overall 20+ years of programming now. It's only now that the pipefitting may be devalued are people getting in a tizzy.

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

#70
post #37

Earlier quoted context omitted.

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.

I've said this before, but LLMs are the next evolution of content consumption. You no longer need another human to consume content, you just prompt your AI for the dopamine you want in that moment instead!

That’s not how the content addiction works. The social element is a key part of it—the chaotic nature of the pre-chewed content you so willingly and enthusiastically chow down is precisely what makes it addictive.
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