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Re:Wk. 6 of Vibecoding an MMO by dvt on Thursday September 03, 2026 @12:16AM (#49545847)
Honestly, combat & movement feel pretty good and and it's very comparable to what a normal engineer would put together after 6 weeks. The hard part, when making games at least, is figuing out what makes things fun and (more specifically when it comes to RPGs) how to do the scaling. Both of these are pretty hard and require a ton of experimentation.

Since it's vibe-coded, I was really hoping to see some AI-generated storylines (turn `go to <x,y> and do z` into a fun quest) and more story. AI is surprisingly good at generating passable prose, certainly comparable to a middle-of-the-road RPG.

Re:Wk. 6 of Vibecoding an MMO by spike021 on Thursday September 03, 2026 @12:20AM (#49545865)
Yeah, I vibe-coded an iOS game last year. While I'd had the gameplay idea for years, it took so much time balancing everything and I still didn't really get it quite right.
Re:Wk. 6 of Vibecoding an MMO by josiahturnq on Thursday September 03, 2026 @12:22AM (#49545881)
Yeah making game mechanics is the easy part. A game that's actually fun is much harder and I'm struggling with that.
Re:Wk. 6 of Vibecoding an MMO by sph on Thursday September 03, 2026 @01:22PM (#49553489)
Just ask Claude to "make it fun."
Re:Wk. 6 of Vibecoding an MMO by josiahturnq on Thursday September 03, 2026 @02:04PM (#49554092)
good idea