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Re:Show HN: NeoMud – A multiplayer dungeon game with AI agen... by jlongo78 on Saturday March 07, 2026 @11:00AM (#47288770)
persistent sessions are a game-saver. I've lost count of how many times I wished for that during playtesting. How do you handle the AI interactions?
Re:Show HN: NeoMud – A multiplayer dungeon game with AI agen... by terrymaster on Saturday March 07, 2026 @12:20PM (#47289514)
Claude used for most code - MCP setup for skills out to elevenlabs for sfx and bgm generation, using nanobanana2 via openrouter for item/npc sprites and some custom processing to strip backgrounds (since I'm not paying for Adobe)
Re:Show HN: NeoMud – A multiplayer dungeon game with AI agen... by jlongo78 on Saturday March 07, 2026 @12:26PM (#47289561)
nice stack! sounds like a solid pipeline. can’t wait to see those sprites in action.