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terrymaster

  Quick update — NeoMud now has a Desktop (JVM) client alongside Android. Same Compose Multiplatform codebase, 89% shared code in commonMain, with expect/actual for the platform-specific bits (JavaFX for audio, Ktor CIO for networking, Logback for logging).

  The Kotlin Multiplatform story for UI is surprisingly mature — JetBrains' Compose Multiplatform let us go from Android-only to Android + Desktop with minimal platform glue. The entire navigation graph, all screens, all viewmodels, and the WebSocket client are shared. Platform targets are basically just
   entry points and audio backends.

  iOS (Kotlin/Native) and Web (Wasm) are next on the roadmap.
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)

Show HN: NeoMud – A multiplayer dungeon game with AI agents that QA and playtest

https://github.com/terrymaster/NeoMud

I've been building a modern take on a MUD (multiplayer text RPG) with Claude Code over the past few weeks. Kotlin server, Android client, React-based world editor. The usual hobby project stuff. The interesting part is the agent pipeline that grew around it: - A /game-designer agent reads all the world data files, models the combat math, and produces balance proposals with specific JSON...

( Read More... | 4 comments | on HN )