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Wk. 6 of Vibecoding an MMO

eldermyr.com

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Re: Wk. 6 of Vibecoding an MMO

#11
Honestly, combat & movement feel pretty good and and it's very comparable to what a normal engineer would put together after 6 weeks. The hard part, when making games at least, is figuing out what makes things fun and (more specifically when it comes to RPGs) how to do the scaling. Both of these are pretty hard and require a ton of experimentation.

Since it's vibe-coded, I was really hoping to see some AI-generated storylines (turn `go to and do z` into a fun quest) and more worldbuilding. AI is surprisingly good at generating passable prose, certainly comparable to a middle-of-the-road RPG.

Re: Wk. 6 of Vibecoding an MMO

#15
post #11

Honestly, combat & movement feel pretty good and and it's very comparable to what a normal engineer would put together after 6 weeks. The hard part, when making games at least, is figuing out what makes things fun and (more specifically when it comes to RPGs) how to do the scaling . Both of these are pretty hard and require a ton of experimentation. Since it's vibe-coded, I was really hoping to see some AI-generated…

Yeah, I vibe-coded an iOS game last year. While I'd had the gameplay idea for years, it took so much time balancing everything and I still didn't really get it quite right.

Re: Wk. 6 of Vibecoding an MMO

#16

Still no storyline. Just random action and attacks. Why am I being attacked? Where am I going and why? Donkey Kong: the princess has been kidnapped by a monkey. I am going to rescue the princess. Simple as that my man.

There is a storyline with the legion, but generally most users aren't motivated by that. I certainly am not in any games I played growing up.

Noted tho that there are users here for the plot. So a plot they will get!

Re: Wk. 6 of Vibecoding an MMO

#18
post #11

Honestly, combat & movement feel pretty good and and it's very comparable to what a normal engineer would put together after 6 weeks. The hard part, when making games at least, is figuing out what makes things fun and (more specifically when it comes to RPGs) how to do the scaling . Both of these are pretty hard and require a ton of experimentation. Since it's vibe-coded, I was really hoping to see some AI-generated…

Yeah making game mechanics is the easy part. A game that's actually fun is much harder and I'm struggling with that.

Re: Wk. 6 of Vibecoding an MMO

#19

Why promote this as being vibecoded? There are so many good games out there, why would one choose to spend a moment playing one that the creator of implies is half-assed by how they talk about it? If the game is good and you're proud of it, why not promote it rather than your means of creating it? We are all responsible for our own work at the end of the day, whether we code it ourselves or use AI agents. Emphasizing…

Frankly nobody will click into something that is just a game after 6 weeks. It's extremely unlikely to be interesting. 6 weeks of vibecoding brings the AI hype, and sets a truer expectation of substantial progress.

Plus all the AI guys are intrigued. I would be, as one of them.

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