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Mmorpg World of ClaudeCraft, vibe coded with Fable 5
- beatthatflight 4mo agohttps://www.reddit.com/r/ClaudeAI/comments/1u3m6a8/i_vibe_coded_the_first_mmorpg_with_fable_5/ https://www.reddit.com/r/ClaudeAI/comments/1u3m6a8/i_vibe_co... Repo: https://github.com/levy-street/world-of-claudecraft https://github.com/levy-street/world-of-claudecraft
- magicalist 4mo agoHa, why is the creator's account banned?
- joemazerino 4mo agoDoesn't seem to work on mobile?
- Aurornis 4mo agoImpressive for a few days of Fable time. And here I am watching my 5-hour window disappear over a couple simple tasks in a CRUD app.
- allthetime 4mo agoYou can generate simple CRUD apps with free plans / old models.
- deleted 4mo ago[deleted]
- deleted 4mo ago[deleted]
- LoganDark 4mo agoThe right-click to attack isn't really friendly to clickpad configurations (like Apple laptops). Still impressive!
- ls-sadboy 4mo agoCreator 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 https://worldofclaudecraft.com — and fully open source (MIT): https://github.com/levy-street/world-of-claudecraft https://github.com/levy-street/world-of-claudecraft Honestly the most mind-blowing part for me was how much it shipped that I never asked for. The level of polish and completeness coming out of the model genuinely surprised me — quest logs, threat metrics in the combat log, eating/drinking, spirit release on death. We already have some contributors on GitHub!
- noworriesnate 4mo agoThis 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.
- oeidjwkdjwkfj 4mo agoYou did a great job writing a prompt. Congratulations.
- dools 4mo agoI’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 https://youtu.be/kR64LOqBBCU?si=d3IS7SVy2lv0hM_A
- ai_fry_ur_brain 4mo ago[flagged]
- rozal 4mo ago[dead]
- fragmede 4mo agofwiw, it loads on my (i)phone
- Caracas288 4mo agoIt loads but you can’t interact
- dools 4mo agoI 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.
- ai_fry_ur_brain 4mo ago[flagged]
- Rantenki 4mo agoIs it that they are copying existing stuff, or that success is biased to the attempts at something that has a lot of existing examples to plagiarise? I would propose that plenty of people are trying to use LLMs to build unique new projects, but without having been exposed to solutions to those problems, the LLMs are far less likely to succeed.
- deleted 4mo ago[deleted]
- ergonaught 4mo agoI guess we'll just call anything MMO now.
- ls-sadboy 4mo agoWhat would you call it? A small multiplayer online?
- catapart 4mo ago"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.
- oeidjwkdjwkfj 4mo ago> 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.
- catapart 4mo agoWhat was smart asssed, or rude, about it? That's what those games are called. GoldenEye was multiplayer. Halo 2 was online multiplayer. If you were asking what to call a game that has P2P multiplayer support using webrtc and therefore only supported countable concurrent players, my honest thought would be to call it an online multiplayer game and forget about the "massive" part because it's just not relevant. Even though it is meant to mimic the gameplay of games that happen to be MMOs doesn't mean it needs to adopt the moniker. Final fantasy 12 mimicked the gameplay of MMOs, but it's just a "single player game". On the contrary, if you're trying to convey to a mass audience that what you have built resembles something else, the best strategy is to reference that thing by its most familiar name. Sorry if I came off as petty. Was just trying to answer honestly, and realized I didn't have the right context.
- LearnYouALisp 4mo agoThe rotation makes me motion-sick
- kxrm 4mo agoClaude, add support for Firefox and Mobile views!
- xpct 4mo agoThis 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 human would generally spend a lot of time here, thinking about whether the class/skill choices fit their world, what type of progression is fun and isn't. It's also where player testing would be important for a game to set good pacing and balance the difficulty. Of course, the game itself is barely playable, it randomly stutters when I walk too far away from camp, the character controls are unintuitive, etc. A lot of this stuff could be chipped away by spending more time on the project and testing it yourself, getting a feel for what you want the game to be. That by itself should require a game to take more than a few days, if we expect others to play it and enjoy it. Something simple like movement controls could take many game iterations to iron out, and those aren't hard technical tasks. 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.
- avaer 4mo ago> 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 take it for yourself. I wish we would give credit to Kenney [1] for making sick asset packs, mrdoob for making THREE.js [2], etc. than Fable for running curl/wget... [1] https://kenney.nl/assets https://kenney.nl/assets [2] https://threejs.org/ https://threejs.org/
- mikgp 4mo agoThis 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.
- ricardobeat 4mo agoAaand it’s down.
- cmpxchg8b 4mo agohugged to death
- graypegg 4mo agoJust a hotpatch maintenance window to release The Token Burning Crusade expansion. At this rate we're looking for a true WoC Classic release for the real fans in like a couple weeks.
- cm2012 4mo agoWell, this is outrageously impressive
- ls-sadboy 4mo agoThank you!
- balefulboy 4mo agoi got a 502
- swyx 4mo ago> 502 Bad Gateway nginx/1.24.0 (Ubuntu) hugged to death?
- ls-sadboy 4mo agoYeah RIP. Had a few performance issues which we're finding and fixing as we go
- bel8 4mo ago> 502 Bad Gateway > nginx/1.24.0 (Ubuntu) commenting so I remember to check again later when it's back.
- coreyoconnor 4mo agoEverytime 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.
- colechristensen 4mo agoI'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.
- password4321 4mo agoI thought one of the tenets of vibe coding was letting go of code quality, perhaps even to the point of not looking at the code?
- adam_arthur 4mo agoThe lower the code quality and less coherent the design, the poorer the agent will perform over time as the project grows. Pure vibe coding pretty much limits the max scope of your project to the capability of the agent, and if you're trying to make something real and maintainable, you'll always end up with something worse than the person who guides it at a lower level. That being said, there are certainly going to be systemic/built in ways to have coding agents generate coherent architectures. Just it isn't really baked in right now. Probably an ideal model with current tech is the main coding agent thread that implements things, and a secondary thread that constantly compacts/prunes and cleans up according to specific style rules. Problem with doing both in same context via AGENTS.md is the LLM often won't adhere to all rules if it's overloaded with many competing instructions. But you can scope the code styling agent prompt tightly and get much higher focus and adherence.
- twostorytower 4mo agoThis is so cool. Where did the free assets / character models come from?
- mike1o1 4mo agoYou can see the CREDITS.md which has links to the models: https://github.com/levy-street/world-of-claudecraft/blob/main/CREDITS.md https://github.com/levy-street/world-of-claudecraft/blob/mai...
- Yokohiii 4mo agoNot surprised that it is impossible to play.
- mycocola 4mo agoIt's impressive that Fable 5 was able to resynthesise something like this from its training data, but I am really not looking forward to more of this. What's the point?
- jordemort 4mo agoWhat 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 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?
- moomoo11 4mo agoit 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.
- inigyou 4mo agoNo-code builders have been through so many cycles... COBOL was one of the first. There's no code involved because it's just English, see!
- phendrenad2 4mo agoImpressive. Don't listen to anyone who says otherwise, I don't see them running a fun little browser MMO. Some 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
- weird-eye-issue 4mo ago> 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". What? Writing code is not the bottleneck for how good a game is Also your figure about there being 60 engineers on the team that launched WoW is completely incorrect. That was the total size of the team near the end and only about five of those were actual developers. Most of those were artists and other designers. I suggest you read the world of Warcraft development diary book it's actually very good. A lot of the development time went into writing tools to support the artists and designers. The actual amount of time that went into coding the game itself was a very small percentage of the overall time spent on the game It's all about how a game actually feels which comes down to art, balance, progression, music, gameplay, lore, and so much else where you need people with obsessive levels of detail to perfect. I'm not saying LLMs can't help but it's ridiculous to make claims like this
- Folcon 4mo agoOk, 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 https://github.com/Folcon/inkstain-engine)
- saghm 4mo ago> 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.
- oeidjwkdjwkfj 4mo ago
- jdpigeon 4mo agoHey. 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/ https://unplanned-downtime.com/
- arminiusreturns 4mo agoThis is super cool! I am using some llm work to help me bring my mmo project (2013-present) to prod, but my project is much more about pushing the edge of the mmo technology space, and my strategy has as one of its pillars the importance of owning the IP, which means adhering to the current laws in my production pipeline, so I only use unix/linux philosophy and have the llm do small tiny things in skeleton mode so I can rewrite them enough to claim they are actually mine, which they are. Even though I intend to open source the client fully, and the assets, I have to have the copyright so I can assign it to those licenses. Technically, according to current SCOTUS rulings and precedent set so far (hopefully better things and changes to come, but here we are), this can not be copyrighted by the person who paid for the compute to make it. When money starts hitting these kinds of projects, the legal wolves will be soon at the door, and it's going to get messy I think. So I still support open source gaming projects, but pure agentic or vibed games are probably going to face tons of challenges in the not too distant future based on my analysis.
- leyra 4mo agothats sick.
- leyra 4mo agosick.
- Jotalea 4mo agoit took me 5 minutes with the cheapest Claude Code plan to make a userscript with cheats for this game.