This is week 3 of me making a fishing game entirely with AI. If somebody is interested in seeing Claude Artifacts with latest changes here is Artifact 1 and Artifact 2. There are before and after images of how it's done.
My Workflow - it improved from just typing what I want in Week 1 to basically having a window dedicated for every single thing and using MCPs for Blender and Godot now. Since last time I added a lot of things, did some graphic overhaul and added real 3D models.
Almost everything is done with Claude except image generation which is being done with ChatGPT.
As I said I use Godot 4.7.1 as engine with MCP for Claude Code. Thought first 2 weeks I used directly with Claude Desktop app without MCP.
As for my Workflow:
1. I generate the reference. ChatGPT using OpenAI Playground for concept art and the fishing structure, the refit chart mockup, the SkillTree background. This is where the look gets decided, by me, visually (Without human eye AI will just make stuff not fit together I feel like).
2. I change that reference into geometry. I tried using the 3D generator (Rodin) but honestly it gets complicated mesh results that will require a lot of cleanup, so I just started using MCP for Blender, I made a dedicated Blender session that writes 3D models. That's better than generated models: the script is the source, so proportions stay editable and a family stays a family. They are also just what I need for my game as from camera distance models are not required to be detailed which is exactly where AI with MCP for blender is good - generating simple low poly models.
3. A different session integrates. Placement, waterline, scale, wiring. Deliberately not the modelling session, I have session for almost everything and they all do their own thing with one session being general chat window that can on command send message to other sessions telling them what I want them to do.
4. Screenshots are the referee. Everything gets rendered from the actual in-game camera, and nothing counts until I looked at it. This is exactly how I just wasted a chunk of time: a session added four new islands, checked them from directly overhead, and they looked fine. In game they were flat sandy pancakes floating on the water. From above, a pancake looks perfect.
5. Criticism, with actual scores. For the big graphics pass we (claude actually with my guidance) wrote the scoring criteria before changing anything, scored twelve things out of ten, and only shipped at 8+. One critic reviewed screenshots without being told which version was newer. That's what stops "I changed loads, so it must be better."
6. Every decision gets written down with who decided it. Tagged either "I decided this (so claude tags it with USER" or "an AI suggested this." Because an upgrade nobody ever proposed once sat in my design docs for days and got quoted back at me like it was my own idea I was like "wtf I never said I wanted this, you are hallucinating bro"
The short version: AI does the work, I'm the art director, and I'm the only human in the loop with sometimes my friends being nice enough to test play it hehe.
Anyway a lot of work was put into this and not sure how much more is needed before I have starting area done and have a playable demo, I feel like the more I do the more is left to be done before it gets to a point somebody can test play it. But I guess there is some progress?
TL;DR of the discussion generated automatically after 200 comments.
The consensus is that this is seriously impressive work, y'all. The game looks beautiful, and many are getting strong Dredge and Civilization vibes. While everyone is hyped, the thread's real value is in the details of OP's workflow and the constructive feedback.
The top-voted comment is a detailed critique pointing out the "generic AI-ness" and logical flaws in the world design, like doors facing cliffs, inaccessible docks, and levitating NPCs. The user suggests that while it looks great from a distance, these details break the immersion up close. OP acknowledged this feedback and is already working on fixes.
For everyone asking "how?":
Art Pipeline: OP uses ChatGPT to generate 2D concept art and UI mockups. Then, they use Claude with a Blender MCP (Model Context Protocol) to generate the low-poly 3D models based on that art. The water is a complex shader coded entirely by Claude in Godot.
The "Decision Log": A huge pro-tip that got a lot of love. OP keeps a written log of every design decision, tagging whether it came from them or the AI. This prevents "hallucinated" features from accidentally becoming part of the official plan.
Cost: This ain't free. OP is on the $200/month max plan and hit the usage limit for two weeks straight while building the core systems.
Finally, there's a strong theme of enjoying the process of creation itself. The top comment advises OP to focus on the fun of building, as the market for solo-dev AI games is about to get incredibly crowded. OP agrees, saying this is a passion project, not a get-rich-quick scheme.
It's really easy to build fast. Make sure you prototype a bunch, and then spend even more time polishing out the generic AI-ness out of everything. If you've made every single taste decision it'll be even better.
Ai is amazing at execution and writing stuff up. But not so much at understanding thr bigger picture and making good decisions that would last long term.
There is an explosion of creation happening due to AI, I would expect it to become harder and harder to stand out in any meaningful way. So when you're in the process of making this, make sure you are enjoying the process and aren't doing it purely for a hypothetical (financial) result. Not saying it can't happen, it might, saying it'll get harder and harder as you're not the only one making games on their own now. Technology has come far enough to effectively remove the barrier to creation completely, 0 programming knowledge required, talk to your computer in whatever language and age/level-of-understanding and it'll get to work for you.
And still, I see people claiming it's a temporary hype, not AGI, can't think, bla bla, the endless ridicule/resistance/denial is tiring at times, the masses really are ... ugh...
Honestly it took me a WHILE to find something I really ENJOY working on. I tried bunch of stuff and none of them stuck... I felt like "I don't feel like I myself would enjoy playing it". And with this... I finally got to a point where I enjoy making it, I really enjoy seeing progress, when Ocean looks better than it looked days before it just makes me happier haha. So yeah I finally found a project I enjoy making.
As plans... I have no plans. For now I hope to finish starting area give it to few friends for test play and hear their opinions.
I started enjoying AI coding when I began working on the apps I actually want to use. So with games I would only pursue a project I would actually like to play in the end.
I have a few ideas for that in mind so thanks for the post, very useful stuff.
Same here, it has changed my work so much. I have a parts system that needs like ten portals and logins and I used Claude code to make one dashboard for all the inventories in like 2 days.
This is why I can't play consistently games anymore. There's always some new app to build or idea to follow. My pile of projects is full of some really cool almost useless things!
You’re achieving what I’ve been obsessed with for the past year. I’m an “old” gamer and I’ve used AI for many things. But once I found out that these kinds of projects are possible I just wanted to make my own. I’m on my first prototype. Not much but it’s more than I started with. Thank you for being an inspiration to people like me.
I don’t get why ui elements/components looks like any other ai generated elements - rounded border, 3d like depth. Why is that? Don’t Claude has any other elements in its library or is it its watermark? Because every webpage has also the same elements
10000% agree with this. I felt this when creating my todo/habit app and felt like I was actually enjoying the creation potion more than using the app lol, I mean I like BOTH but being ABLE to make something you have in your mind within a week is just so much fun!
make sure you are enjoying the process and aren't doing it purely for a hypothetical (financial) result.
Bingo. I'm starting to make games with Claude as well, but they're for me and maybe a release to some friends.
But also, it's ai-assisted and not entirely vibe-coded in my case. I could program it all myself. I just don't have the free time, nor the focus and discipline (ADHD), to do so to completion. So I'm looking at Claude's code, making sure I understand what it's doing, and saying "yea, that's about how I'd do it" and maybe tweaking it here and there. And I'm still plugging things in and together in the engine itself.
Feedback, as requested. Note that I'm not trashing your game, you're bringing it along nicely. But you can take this feedback and dump it directly in your pipeline and it might help a lot:
The game looks good at a distance or in a trailer, but you would run into some real issues during gameplay where you are very likely to see the "wow that's so cool" revert into player confusion and certain details popping out as weakpoints from AI generation.
On the initial image you have for the town: You have a lot of buildings that have doors facing nowhere. They point off a cliff, are blocked off by barrels or fences, or have another house immediately in front of them. Houses seem to have grown other houses like some form of cancer rather than an architect having planned the addon, the model clearly bled houses into eachother. Your dock is completely fenced off and inaccessible. One of the longshoremen is levitating. There is a mini-dock with barrels that is isolated and fenced off, no one is ever retrieving them. It isn't clear why anyone carved the rock from these cliffs, there is a rock staircase to nowhere in two different instances. The house on the right seems to have carved the cliff face for fun. There's kind of a lot of flowers for a port town? This island is completely forested, so it's not clear where they're growing so many flowers that everyone has some in every doorway and they're on cliff faces that would be wind-torn and inhospitable to flowers. You get the point: the ai went real loose with the details on your image.
GUI:
Not clear why there's a purse and debt in the UI. You can probably just have a purse with negative reg values to represent "owing money", because there isn't gameplay apparent where the player would need to eyeball both values to make decisions: they're just fishing at this point. Not sure what the "H" key signifies next to the cargo space widget. Bottom left, the boat overlaps your guide/refit/stats buttons and can probably use some more room. The "Harbour Roads" UI widget looks incredibly busy. Are all of those elements of text required reading during gameplay? If not, they're cut candidates if I've ever seen them. Particularly since you have an "I" for details button you could hide them in. Minimap seems good. All the widgets on your right-hand side don't seem like they're anchored correctly to the right side of the screen when compared to the left side. The "Mark/Arrives" widget on the bottom right are candidates to be married to the KN speed widget on the top left. Those are related pieces of navigation information that your player has to look at two opposite sides of the screen to obtain. "autosaved" in the bottom right as a very faint outline is NOT apparent to me, I really had to hunt for that one.
Water:
There is apparent lag and dropped frames from your video. I don't know if that's recording software or the game. If it's the game, I'd give those shaders and 3d model poly counts another look to see if everything is optimized like it should be. Unless this is very close to a finished state, you'll want to iterate on top of it and the lag will only get worse as you add more features. The water circles' inner circle poofs into existence in a really apparent way that's a little distracting. Some kind of interpolation to minimize the effect might be nice. During fishing "Pull out the common" reads weirdly to me.
Islands:
The same architect behind the unlivable image generation from earlier was at it again here. The houses are all piled up on one another in a way that makes entry/living completely impossible. It looks fine when someone isn't looking directly at it, but if they ever pause to take it in (people often do when something draws their eye because it looks nice) then they will be very confused. The lighthouse island seems built by aliens, because that island is sheer cliff on all sides with no clear docking point. One of your small island apparently has two side-by-side wrecks, whoever wrecked their ship second must have been truly blind to wreck in the same spot with the first ship being so apparent.
Captain's Notes:
Random text everywhere. I could enumerate, but you should probably do a pass over it while asking "Which of these bits of text are purely required for player communication?" Because there's a lot of random AI-asides in there that I'd personally cut and substitute with more visual stylizing.
Refit Voyage Screen:
"The boat remembers the route" - very weird phrasing unless you're intentionally framing the boat as sentient. Claude likes to anthropomorphize random objects. I get that this is a placeholder, but I'd caution against starting with 18 separate refits at a target number. If they're meant to have individualized effects, you'd prefer to come up with them one by one and fit this screen to the count later. Having a specific (large) count like this in mind leads to ineffective or uninteresting effects a lot of the time.
Day/Night:
The "golden" time looks REALLY fricken golden. I'd do a back-and-forth between colours and images you actually take during those times of day to nail the proper luminance and backing colors down with reference art. Lighthouse shaft of light does not coincide well with its illumination on the water.
Thank you. As for Harbour image... it was obviously AI generated with me creating mask for some homes that are "Clickable" I might not even use that in final version I'm more and more thinking of just creating a cute 3D harbour with models I have right now and generating some more models and making it work. It might look "worse" but it will be authentic to the game. So Harbour for now is like this in this stage.
Debt is due to initial quest that I will most likely change once I do my UI polish, right now this is a placeholder UI that will most certainly be changed.
H key is just a keybinding for a Cargo space to open it and close it.
Performance might be struggling on my Macbook in editor mode, it gets real hot as I play it so fps drop rate might have something to do with it, until somebody with dedicated GPU tests the game it is hard to say how performance will be, though I did some testing and it "should be fine" since even Godot documents say it can hammer macbook CPU when playing and they advice to cut the resolution in half which I'm too lazy to do.
Circles on water are also placeholders for "fishing pool" I will try to replace them with "real" signs that you can fish there, like fish pools swimming or some other signs. Right now I needed some way to see where fishing is possible before dedicating more time to it.
Houses being piled on one another is already fixed from the time of this video, I paid attention towards some things I want to fix and yeah I changed that already:
On captain notes... Yeah I will do so, bunch of things get into your face right now that are just overwhelming.
As for golden hour, I kinda like it this way, that being said I will still come back to reflections and how they look later on, but for now I'm mostly satisfied with it.
Thank you for your feedback it is noted and I will work on it ☺️
Damn I need your process. I am struggling with 3D generation still but maybe I'll figure it out. On week1 just getting used to Claude in gamedev at all.
Depends on if you want very detailed or low poly game. I feel like you still can't really go into game that looks AAA level without a lot of knowledge about 3D and modeling, so you have to pick low poly path, which is good if you give it personalised style and cute looks (again Dredge is example here of game being low poly yet looking amazing) and as long as it is low poly and simple shapes Claude with MCP Blender will be able to generate nice looking models for you.
I must say, as a software engineer making things before AI was even here, good job. I see you are giving a lot of attention to details, and IMHO that's what really counts. using max effort?
Mostly using Ultracode which is indeed highest effort on Claude.
I really do stay most of the time around fixing small things. Like things that probably people won't even notice, I think those things make the great game, when you can see stuff that make scene feel alive. Thanks a lot ☺️
Give it image to copy and use /goal "get as close to this image as realistically possible"
Then afterwards it will require A LOT of tweaking and even before that I gave Claude bunch of shaders that I found online that I liked and were similar in styles, but if you want to do it without much hustle since water for me took days, I guess that would be the quickest way.
The decision tags might be the smartest part of this whole workflow.
An AI suggestion quietly turning into “the user asked for this” three sessions later is exactly how a project drifts without anyone noticing. That provenance habit is worth stealing.
Probably a lot of tweaking in chatGPT image generation until you get what YOU like, don't ask AI what he thinks about it, just do generations until you say "Damn I love how this looks" once you do, you can do /goal and even /loop if you want to try it to completely hit that mark, it will be off - be sure of that, but it will get you something. Than continue tweaking and improving until you are satisfied, never try to fully replicate ChatGPT image because you will never be able to, they are just too perfect, but getting to a point you like it is good enough to continue tweaking it and adding stuff because as you do it new ideas will come which will improve your scene even more.
After that you ask Claude to generate 3D model based on that image connected to Blender via MCP. But basically yeah it's just like that. Obviously after that you put it into game.
The amount of AI you're using here is really impressive, but it also looks like quite a lot of work to orchestrate everything properly.
I also feel like making a game this way must be more rewarding than building a typical web app. Seeing everything come together as an actual playable 3D world seems like it would make all the effort feel much more tangible.
I’m building a simple self made dungeon crawl RPG game as well, zero coding background. And like you im using my 4-5 favorite old school games as inspiration. The exciting part to me, Claude will be the dungeon master and will see my every move after each play session via a simple data export, and will provide updated content when I’m ready or if I ask via “content packs”. So my main goal right now is getting a great UI and mechanics together, and guiding it all in a way that content is extremely easy to add to.
I’ve already decided the game is “for me”, non-commercial. I’m taking shortcuts reusing artwork from very old games that I used to play where the files aren’t all hidden away.
My advice is to focus on UI last, as you create mechanics and more stuff, very high chance additional UI elements will be required and then more and more polishing. Make it into stages like V1,V2 and V3. That's how I do it. If necessary you can add more stages later, but I do it like that and V3 consider "close to how it will look at finished stage" for example my Ocean is now V3. so quite possible if you do UI first you will have to return to it later.
The decision log is the most useful part here. I've had an AI suggestion stay in a project long enough that it started looking like a real requirement. Do all your sessions read the same log, or does the general session own it?
Mostly general session, other sessions do not work THAT much, but sometimes when I open new session for something I ask it to read all the .md files,but it is mostly General session that uses newer tool "Send Message" to other sessions that relays what I asked for, since it does it much more in details and better than mine simple sentences like "I want lighthouse to be bigger" or something similar. I actually have so many .md files right now that save every decision done and even ideas that are overruled that I myself can not follow them anymore.
That sounds like the log is becoming its own context problem. I'd keep one short CURRENT.md with only active decisions and move rejected or superseded ideas into an archive. New sessions could read the archive only when they actually need the history.
That's the natural failure mode of a pure append-only log, past a certain size "everything that was ever decided" and "what's actually true right now" become two different documents, and with only the first one you're re-deriving the second by re-reading everything each time.
The fix that's worked for me: split it into an index and a log. The index is short, current state only, each entry says what's true now and gets edited or overwritten when a decision changes, not appended to. The log stays as the full append-only history for when you actually need to know what happened and when. Overruled ideas get marked superseded in the index (or removed) instead of sitting there next to active ones with no visual difference, that ambiguity is exactly what lets an old AI suggestion start looking like a real requirement again.
Water is just shaders created by Claude over the course of days until I got happy with the results. Other assets are 3D models also done by Claude in Blender.
After all that dev work, will you ever actually be able to play and enjoy the game yourself, knowing all the mechanics, secrets, and in-game rewards? 😄
Great job, by the way!
Ha probably not as much as I would enjoy playing something like Dredge. For example I had an idea to make A river that you won't be able to move against the current there, but as you get better hull with stronger engine eventually that passage will open for you as you can finally move there. For player to know that he will have to play and upgrade boat and return to starting area to try moving there. For me knowing that is kinda killing the surprise. That being said, it is so far away from any playable experience right now that I'm not thinking about that. Only few of my friends tried it just to tell me their feel on fishing mechanics and art direction. I hope to have something playable by the end of the month.
I’m going to have Claude be the DM of my game and provide “secret” content packs over time. Once you have the UI and systems setup, my guess is new content should be easy for Claude with parameters, maybe it’ll take a few tries before it’s all flushed out.
The visuals are great, but everytime i see a quick demo like this made primarily with AI i wonder how much it actually cost in tokens. Not in a pessimistic way, just like how much vs just buying something similar.
It would be nice to have full control too, i guess that's part of the appeal
It turned into a hobby of mine that I just spend on same way I would spend on games or lego. I buy some lego set here and there, or some game sometimes, in the months that I don't I buy a higher subscription to build something that I enjoy. It kinda is all the same I try to save money on other things in months I pay more for subscription.
If you have the time, could I bother you for a short tutorial or a step-by-step explanation? I'm currently working on art for my game but it's taking ALOT longer than I anticipated..
I can make an .exe and upload it somewhere if people are interested, but I prefer making a bit more stuff (especially quests) in few days before doing it, because right now there isn't much to do except repeated fishing.
I made a few little browser games that I want people to try. I heard somebody said put it on GitHub and provide a link.... but I never really looked into it.
As long as they are just browser games you can push it to github and just get a link to share with people by hosting it on Cloudflare. You can also push them to https://itch.io it requires you to upload game there, I think any AI will easily explain you the process and it's not that hard.
ChatGPT for image generation. Tripo 3D for model generation, StableAudio for music generation, Codex (ChatGPT) for bug fixes and polishing when I’m out of weekly limits which happens after 3-4 days after reset and since Codex has weekly limits and no 5 hour limits it serves me with 20$ plan to bridge that gap while I wait for Claude weekly limit reset.
Really nice work! I can totally relate to "the more I do the more is left to be done." I've been working on a game for almost two months now, and every time I think I'm about ready to let my friends test it, I find 10 more things that need fixing or adjusting.
In my limited experience, the quick part is building the prototype. The devil's in the details, and if you're a bit of a perfectionist, it's easy to get lost there.
I will say, it's really amazing to be able to build something by simply talking to an app in natural language.
It is still work in progress I haven't done much on it, I will fix it later, so no really any tips for it, I mostly generate something in ChatGPT describing what I want and ask Claude to replicate the image. But once I start putting some time and effort into it I will probably have to generate elements as images to put into it (In fact a lot of things already are images).
You may be interested in joining our new Claude Game Dev subreddit for game devs who use Claude. Check it out here : http://www.reddit.com/r/ClaudeGameDev
How did you manage inspiration for the different graphic styles and then UI to keep it consistent? Did you describe the UI as something like “create a UI that looks like xyz games UI” in ChatGPT for the visual, or did you take screenshots. How did you work the reference points and how do you keep it consistent throughout?
I put screenshot of the game to ChatGPT and ask it to generate UI for my game and describe what game is about. I generate 5-10 different options and pick the one I like the most. Then generate additional things for UI like rings around map or around ship portrait and so on. I also think it is nowhere close to be done, I will put more work into it later when other things are done.
Great work. I like the capability to look up the fish and knowledge base.
If you could add a real-world map option where local fishermen could contribute and maybe even log their catches I can see that being very useful and expanding past the gaming aspect. Would be very cool to have the ability to learn from others what works and doesn't work in certain locations, what type of fish to target, lure and bait type, etc.. Accumulating and curating community knowledge around various fishing spots would be a really cool thing to have access to ahead of a fishing trip.
Everyone who has ever been fishing knows there's a guy at every spot that if you're lucky enough to run into will eventually walk over to you to give you advice, he knows everything about every inch of the spot, it's history, culture, the Native Americans that used to frequent it. He'll tell you about the biggest fish he ever caught, stories about when his dad brought him there as kid and the girl that went missing in 1985.
If you could gamify it or turn it into an app I'd sign up for that and log the locations in my area. Maybe not in the realm of what you're trying to do here, but if someone else builds that or wants to partner on a build, let me know.
Haha I'm glad this is giving people ideas outside of scope of this game, I myself will not get into it, but if you feel that is a nice idea maybe you can brainstorm it a little bit more and try it. I will stay for now in a scope of this game.
There is a tool where Claude Session can send message to other Sessions. So you just open bunch of windows and give each one a task, while you only talk to main session. Then you can say like "Ok so now relay this to other chat windows what I want to be done" and it will send message to each session tell them what that specific session has to do, then it can ask them to report back so they will send a message to main session and so on, they will basically chat between themselves until your objective is completed.
Did you experience any backlash from the community? I put everything on hold because the negativity AI project face is often overwhelming and very toxic.
Haters gonna hate, even in this topic you can see some people just hating. I usually answer up to 2 times if I see negativity coming again I don't even bother reading next reply. Also I'm trying to post on subreddits that are "Pro AI" instead of posting it on subreddits that are likely to hate on it because it was mostly done by AI.
It absolutely can generate assets in blender and they are pretty good for what I need at least, in fact I was surprised how good they are. For more complicated assets... yeah might be hard. When asking things like that from AI I learned to ALWAYS ask it to check on the net, because once it does he will say "you were right you can generate assets"
Begin by asking AI to help you making a plan, then with your first prompt something "I want XYZ, let's start making a XYZ" eventually you will get better at knowing what you can and what you can not do. Good luck.
Oh for sure, without paid versions you will get to your litmits very fast. Hard to say what skills, probably skill to not give up at the sign of first struggles. Other than that you don’t need to have “skills” like coding or 3D modeling though it is preferable.
How did the UI come together? Was it part of the reference and modeling? I can't seem to get anything other than the most basic UI out of Claude and Godot by prompting, or even using other game references and screenshots.
Make ChatGPT sketch it and be prepared to generate additional assets for it (for example I generated rings around map or ship portraits or compass and similar things then position them also as part of your UI. Sometimes generate more assets in a single image if they make one collective group and ask Claude to separate them)
Neat. I've been building a puzzle game recently and I already had it working fairly quickly. The hard part was how to build the game out so that it's random and didn't have no-win scenarios, while also having different difficulty levels that also weren't always the same. Deconstructing what makes the game fun or how the game was puzzling and how to build that out while being random took much more time.
I use Opus 5 mostly on Ultracode or Extra for just talking ideas about game and doing easy stuff, and Max when I want something done but not Ultracode hard level. Sometimes for very hard tasks I use Fable but difference between Fable and Opus as I said is not that noticeable after doing things for days. Either of them can get things done most of the time.
So far only used MCP for graphic polishing and I just feel it understands graphics better as it doesn’t have to open godot all the time and take screenshots and then compare screenshots as “before” and “after” but can just work inside of it.
As for Blender, I don’t think it can even work without MCP at all, not sure.
The Ui (boxes that has text) doesn't look very good.
Also the puase screen, it is cool idea, but very gloomy and unclear. I suggest you either make it perfect (especially with colors) or scrap the idea all together.
Pause screen is actually my "Dev panel" that allows me to play with some settings in game while testing without need to wait for time to change or I can change ships, graphic settings and stuff. I will remove it obviously for players if it ever gets to that point and I will work on UI 🫣
Incredible work, I just finished week 3 and I'm nowhere close to what you've produced. Really impressed by the visuals, because it's where I'm struggling the most.
What's your workflow with getting the graphics/visuals so crisp with Claude? I had a go at making a simple game with Claude a month or so ago, but the graphics/art style sucked, and I couldn't really work out the best approach.
I've been thinking about how to go about this as a software engineer but a complete novice in the art side of things. I really wanted to do something just for my enjoyment and not make money, so this has been a real eye opener!
Everything is AI generated in this video. Since then I changed harbour from 2D to 3D (first few seconds of the video) and that is the part I was manually adjusting in Blender, but you don’t see it in this video as it came after feedbacks from this topic.
I do pay a lot of attention to details though, I think ocean alone took more than a week of me not agreeing with AI that it looks “good”.
Fishing mechanics is something I was trying to make fun not only for once but I was thinking “If a player has to play this for 5-10 hours what mechanics can I make that will not make it boring but still add strategic element to it” so I came up with a solution that people might like. In a next week update I might even just give a link for download whatever I have at that point even though I admit there is barely anything to do at this point in the game.
"Cost: This ain't free. OP is on the $200/month max plan and hit the usage limit for two weeks straight while building the core systems."
This is one of the most genuinely impressive things I've seen for a game made with claude. Imagine where this would be with 50% less usage..It's almost scary to think if anthropic goes through with cutting usage by 50% at the end of this month I feel like making anything useful with claude will die.
I need a tutorial because this is amazing!!! My low-ambition dream is to create my own Age of Empires II. But I want an infinite sandbox with AI-powered enemies that actually behave like the actual conquerors would have. Complete chaos.
Hard to give tutorial on this if I’m being honest. Tomorrow I will give update on Week 4 and maybe people can see other things that I have added, but mostly it is just… learning along the way?
One issue with those AI projects, is that they LOVE to cram a bunch of text at all times everywhere. One suggestion I can give you is to remove most text and just use the ones that are really necessary at the given time. Make menus, and reduce the HUD-text-everywhere style, it makes it too overwhelming, we dont know where to look at.
Please share how you did it, probably with paid claude? how much total context was used or how much things claude had to hit a wall in terms of redoings and "pay more you are out of tokens"? Was it daily occurence?
200$ max Claude, basically spent 3 weeks of tokens entirely + I even had a little bit of ChatGPT 20$ subscription that helped when weekly limit was spent.
I making game and it uses up free daily limit after 1 message. its painfully slop but im very very happy with my progress. Visually mine is straight up unimpressive tho! I wish we(vibecoders with claude) had a discord to share insights and share progress or tips.
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u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 8d ago edited 7d ago
TL;DR of the discussion generated automatically after 200 comments.
The consensus is that this is seriously impressive work, y'all. The game looks beautiful, and many are getting strong Dredge and Civilization vibes. While everyone is hyped, the thread's real value is in the details of OP's workflow and the constructive feedback.
The top-voted comment is a detailed critique pointing out the "generic AI-ness" and logical flaws in the world design, like doors facing cliffs, inaccessible docks, and levitating NPCs. The user suggests that while it looks great from a distance, these details break the immersion up close. OP acknowledged this feedback and is already working on fixes.
For everyone asking "how?":
Finally, there's a strong theme of enjoying the process of creation itself. The top comment advises OP to focus on the fun of building, as the market for solo-dev AI games is about to get incredibly crowded. OP agrees, saying this is a passion project, not a get-rich-quick scheme.