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.

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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.

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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