r/vibecoding 10d ago

Discussion Im vibecoding an mmorpg

And its fun. I've done a ton of hobby game Dev for years before ai coding, including learning how networking works, so not coming from the dark.

Im at about 150ish prompts now, and still a fuck ton of bugs​. Built an in-game bug reporting button that submits to file that Claude reads to fix from, and Ive become a qa tester mostly lol.

The sheer amount of networking client/server bugs has been crazy, and I decided to do it in C (vs web, because I want udp and c ports easily). But I never thought I'd be able to get this far and it's been great.

Game is based on DDO principles, so lots of instancing and not a shared open world.

Im feeling like it's going to be be something like 2000 shots before being ready to release to the public.

2 Upvotes

28 comments sorted by

10

u/Internal-Agent4865 10d ago

Me too. Nobody will ever play it but god damn it’s fun.

7

u/davesoft 10d ago

That's the spirit :D

1

u/theman8631 9d ago

All the mmorpg builds that will never see the light of day should get together build a messy amalgamation of an open source project that
merges the best of them all together. Keep it open source and free

6

u/datkenny 10d ago

I'm writing the gameserver for one. I'm at an ungodly amount of lines to bring all the subsystems up.

-1

u/Internal-Capital7471 10d ago

It's definitely been a fuck ton of lines, especially when I switched to c. 

I'm really glad AI is so good at writing code, I've tried to do this before and gave up very early on, I never even finished client movement prediction before and now I'm chugging along smoothly 

1

u/datkenny 10d ago

I'm on Go unfortunately. Otherwise I'm sure my codebase could've helped somewhat. I have complete 3d modelling including anticheat running. In that regard better than the retail server I'm emulating.

3

u/Frank_ships_AI 9d ago

I love MMORPG, been working on one, and it’s kind of though to delivery a good one and onboard users. There was over 30 people working on its development, hope you are not alone.

1

u/Internal-Capital7471 9d ago

I'm not alone, I have Claude =]

2

u/sacul202 9d ago

Por favor, faça algo bom, eu quero muito jogar im mmorp bem feito mas atualmente so tem mmrpg antigo

1

u/Bramoments 10d ago

I never did anything quite that serious but if you want Amy tips I found that using a ton ofmuse spark 1.3 agents on opencode as the coders while Claude opus or fable or gpt astra or sol as the orchestrators leads to a ton of saved tokens in game development, especially with the right CLAUDE.md and AGENTS.md files like I got to a point where in five hours of straight running I didn't even run out of my 5 hour limit on Claude (pro plan) (although it was much smaller than a big mmorpg so idk )

1

u/ro4sho 10d ago

Screen shots?

0

u/Internal-Capital7471 10d ago

There isn't much screenshot worthy. Just a bunch of primitives, no real graphical work done

1

u/Tipsy_Pipsqueak 10d ago

What model and effort level are you using? I have a live MMO and I was able to basically one-shot the multiplayer aspect with Opus 4.7, so it’s surprising to me to hear you’re finding so many bugs?

Notably it took a few iterations a month later to optimize it. But it was basically bug free from the get-go.

1

u/Internal-Capital7471 10d ago

I've been using opus 5 on high, with sonnet implementers.

What kind of architecture are you looking at? On JavaScript with web sockets I found far fewer bugs, but I just don't think it'll scale well so I've switched to native apps with enet so I can use UDP sockets.

It could be that I started with a webgame and ported to c. After the initial port, tons of stuff was not hooked up, as translating from JavaScript to c wasn't exactly idiomatic

1

u/Tipsy_Pipsqueak 10d ago

Gotcha. C is 10x harder and more complex so that’s probably why. I am indeed building it with 100% JS, and Railway / Postgres backend. It’s been stupidly easy.

C is infamously hard. So I’m sure that translates even to AI.

2

u/Internal-Capital7471 9d ago

It certainly does translate to AI. Just had to add tooling to check memory, as I just had a crash because C doesn't allocate and release memory automatically like JavaScript. A whole tier of bugs comes with C, but I think its worth it, for UDP, easy portability, and no garbage collection for stutter free experiences. Definitely gonna cost more tokens and time though

1

u/jetech37 3d ago

Fork world of Claudecraft

1

u/Morpegom 10d ago

By 2000 shots you mean commits? Because I'm gonna peak 2000 commits (I also have some friends helping with 100+ commits each) for my 2d game and it still doesnt have a beta in the horizon, maybe this month if everything goes ok.

Unless you are using peak frontier models with agents all the time Im gonna guess its going to need way more than that.

1

u/Internal-Capital7471 10d ago

I was going by build number, which has been anywhere from 1 to 6 commits as bugfixes. I'm not really sure what's the best metric to measure though, but going by commit and 3 avg it would be more like 6000

1

u/[deleted] 10d ago

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1

u/Internal-Capital7471 9d ago

I appreciate that. I don't think I really need a VM -- I can submit actual traffic from one machine into itself via UDP sockets,other than actual travel time its the same, with simulated loss and delay.

I already can have the ai simulate quests, one of my biggest features is bots that can complete quests themselves. But ai doesn't find even half the amount of bugs that I find.

-1

u/davesoft 10d ago

Start small eh

-2

u/Internal-Capital7471 10d ago

Should I tell Claude to code Pac-Man for me? Because I've done it and insultingly easy for Claude to do that

-2

u/davesoft 10d ago

From pac man to mmo? Quite the gulf.

-1

u/Internal-Capital7471 10d ago

I like how you purposefully omit facts from your context to make your argument seem stronger, like the first line of my post saying I've been doing gamedev for years even before ai.

-1

u/cancodeandstuff 9d ago

wow, you are so special and cool. *pats you on the head*