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Mmorpg World of ClaudeCraft, vibe coded with Fable 5

worldofclaudecraft.com

71–80 of 117 posts

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

#71
post #42

Earlier quoted context omitted.

“Boars are attacking the town! Kill 200 to thin the herd.” “We tried everything to cure the boars, but we couldn’t. If they go any farther, they’ll infect everything. Kill 200 to stop them from infecting the forest.” “You are inside your own mind. Your fears surround you. Fear of the boar. Free yourself. Kill 200 dream boars.”

Kill 3 boars, 3 spiders, 3 wolves. Forgot to tell you they share spawns so if you don't find any of X, kill Y & Z until X spawns. :upsidedownface:

Hey! The NPC whos name you already forgot told you where the dream boars spawn! Are you not reading the deep lore this game has on offer!

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

#72

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.

Yep, complete “kettle, pot” moment.

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

#73
post #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.

Please, let’s not get cute. This isn’t the same thing and you damn well know it.

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

#74
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…

> "Create" is doing a lot of lifting here.

No, it's not.

And assets will be generated soon, too.

Stop downplaying how absolutely fucking magical this is.

We are at an inflection point in civilization.

This is the most amazing time in all of human history.

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

#75

Earlier quoted context omitted.

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…

> 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.

So if they weren’t the author you’d be tickety-boo with this smart-ass rude reply? Christ almighty.

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

#76
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…

> almost everything was assembled from downloaded free assets and libraries.

As opposed to when humans get into game dev and roll everything themselves from scratch?

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

#77
post #48

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.

Yes, you just need to tell it to do that. Before I start I go back and forth talking about the architecture and making design docs. If you start with good bones, things go much better than stepping through adding things and ideas ad hoc.

> Yes, you just need to tell it to do that.

Indeed. All you have to do is say “and make it good”, and it will make it good.

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

#78

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-…

You did a great job writing a prompt. Congratulations.

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

#79
Hey. This is a total nightmare in my opinion. The dark mirror of something that I know and love and represents one of the highlights of human digital authorship.

If you'd like to play the actual game with other SWEs I'd invite you to help me start a guild for SWEs: https://unplanned-downtime.com/

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

#80
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…

You'd be a fool to spend more than 30 seconds on it if you'd played an actual MMO anytime in the last five years. It's immediately apparent how poor quality AI-generated games like this are.
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