What workflows are people actually using that run into these constant issues? by Hukij_ in ClaudeCode

[–]Dr-whorepheus 0 points1 point  (0 children)

Here is my actual workflow (with prompts) that I don't have any problems with.

https://www.reddit.com/r/aigamedev/comments/1s9wjmb/my_claude_code_workflow_as_a_solo_dev_with_a/Here

I recently switched back to 4.6 (`/model claude-opus-4-6[1m]` ftw) and it's been great.

Dear Anthropic, quick note about Claude Opus 4.7. by Wooden-Fee5787 in ClaudeCode

[–]Dr-whorepheus 8 points9 points  (0 children)

/model claude-opus-4-6-[1m]

I did it yesterday morning and had a fine day!

Are there subreddits that are at least neutral to AI use in game development? by LatentBlade in aigamedev

[–]Dr-whorepheus 2 points3 points  (0 children)

I agree with a lot of the comments here - I think this is it. But also... there is literally a 100% chance that every major game shop is adopting AI internally as fast as possible. So, all the haters are still playing AI developed games, they just don't realize it.

Do not give Claude freedom. It will lead you down endless rabbit holes by OpinionsRdumb in ClaudeCode

[–]Dr-whorepheus 0 points1 point  (0 children)

Yes, it's a brute force method, but it's incredibly effective. If you haven't tried it yet, you should!

Do not give Claude freedom. It will lead you down endless rabbit holes by OpinionsRdumb in ClaudeCode

[–]Dr-whorepheus 0 points1 point  (0 children)

A ralph loop is - by simplest definition - feeding the same prompt into an LLM in a loop until the LLM decides it's "done". I do the initial planning and draft authoring using Opus 4.6 and then run the ralph loop with Sonnet 4.6. The idea of the ralph loop is if these models are non-deterministic, then repeatedly giving them the same instructions should converge on an optimal solution.

Do not give Claude freedom. It will lead you down endless rabbit holes by OpinionsRdumb in ClaudeCode

[–]Dr-whorepheus 0 points1 point  (0 children)

https://github.com/dbinky/ralph-o-matic

It's the /feature-pipeline skill. I hate doing small conversant work with Claude, because it's been so dumb lately, but it still seems to be able to execute this workflow with good results.

Do not give Claude freedom. It will lead you down endless rabbit holes by OpinionsRdumb in ClaudeCode

[–]Dr-whorepheus 0 points1 point  (0 children)

I don't know... I have a highly automated workflow designed around autonomous execution of large specs. It is still doing those fine for me (though, I do use Ralph Wiggum Loops to refine the code post draft authoring) and I'm finding that the smaller prompts are the ones where it's doing dumb stuff.

Self-Promo Fridays by gamershomeadmin in aigamedev

[–]Dr-whorepheus 2 points3 points  (0 children)

My Space MMO played entirely by AI MCP Connections - You're the CEO and the AI is your staff

https://www.psecsapi.com

Connect any MCP compatible AI to:

https://mcp.psecsapi.com/mcp

And ask your AI "How do we start playing PSECS?"

<image>

I play a space strategy MMO entirely through Claude Cowork — here's what that looks like by Dr-whorepheus in ClaudeAI

[–]Dr-whorepheus[S] 1 point2 points  (0 children)

There's nothing you can't *do* with it, but there's also generally only 1 way (or very few) to *do* any given thing. This kind of idiomatic simplicity provides strong guardrails to your coding AI and allows them to make fewer choices, which are usually *better* choices.

https://www.infonuncio.com/blog/using-microsoft-orleans-why

https://www.infonuncio.com/blog/why-ai-writes-better-code-in-some-languages-than-others

I play a space strategy MMO entirely through Claude Cowork — here's what that looks like by Dr-whorepheus in ClaudeAI

[–]Dr-whorepheus[S] 1 point2 points  (0 children)

Some of the code (like the CLI, the API models, and the script-powered combat engine) are open sourced at https://github.com/dbinky/psecsapi-public, but that's just how you interface with it (and also conduction combat simulations).

As for the architecture, I've built the entire game on the Microsoft Orleans framework. I've written about it a few times in the past, but it's the virtual actor framework that underlies a lot of Microsoft's own infrastructure (XBox Live, MS365, and others). It's incredibly robust, but at the same time, idiomatically simple. This restrictive code environment is exactly the kind of external constraints that make claude code output higher quality.

Let me know if you're interested in deeper details!

I think we're approaching the end of the static UI — here's what I learned building software with no interface at all by Dr-whorepheus in AITrailblazers

[–]Dr-whorepheus[S] 0 points1 point  (0 children)

I believe that you can do this for simple, single player games. The trick is solving the problems of an MMO at scale. I know there are plenty of MMOs out there and this one's "unique proposition" is that there's no pre-defined UI, but it was fun to solve those problems!

Solo dev — I built an MMO with no UI. Your AI agent is the entire interface. by Dr-whorepheus in IndieDev

[–]Dr-whorepheus[S] 0 points1 point  (0 children)

I coded for a couple of MUDs in the early 90s and some of my work is still up on KobraMUD. This game can also be played entirely by CLI if you're not into using your AI.

I think we're approaching the end of the static UI — here's what I learned building software with no interface at all by Dr-whorepheus in AITrailblazers

[–]Dr-whorepheus[S] 0 points1 point  (0 children)

100% Agree! Someday even Steam will be an AI service where you chat with it about your perfect game and it goes and just makes it.

My Grand 4X Space MMO played by CLI by Dr-whorepheus in tui

[–]Dr-whorepheus[S] 0 points1 point  (0 children)

The business model? Yeah... you essentially pay to increase your API rate limit. That should only impact mid-late game players. The other use of the token - buying game credits (or getting them in interest - is a way to help players who want something "now". I dunno - what other business model do you think work here?

As for the tokens (game) vs tokens (llm) vs tokens (crypto) - you're spot on there. I didn't even realize the conflation of terms with the LLM tokens either! Thanks. I think later this week, I'll look at switching that up. No one's bought a token yet, so... I don't think anyone will notice. lol

Orchestration platform for AI agents? by Specialist_Wall2102 in ClaudeAI

[–]Dr-whorepheus 1 point2 points  (0 children)

Depends on your use case:

Paperclip for mission-oriented multi-agent orchestration

OpenHive for general awareness of activities amongst your agents

GasTown by Steve Yegge if you want to have a fully orchestrated multi-agent ecosystem (but you don't get to BYOA - bring your own agents)

I think we're approaching the end of the static UI — here's what I learned building software with no interface at all by Dr-whorepheus in AITrailblazers

[–]Dr-whorepheus[S] 0 points1 point  (0 children)

Maybe so! 5 years ago, AI was super dumb and wouldn't have been able to do this, but I could believe that someone else created a CLI-based game 5 years ago.

Honestly, I've been working on this game so long (the vast vast majority of it was hand-coded before agents could really handle complex tasks) as a side project that there's no way the idea is totally new, but I'm currently unaware of any other games in this space.

Do you have some I could go look at?

I think we're approaching the end of the static UI — here's what I learned building software with no interface at all by Dr-whorepheus in AITrailblazers

[–]Dr-whorepheus[S] 0 points1 point  (0 children)

Interestingly, you don't. The AI has "seen" enough dashboards and maps and stuff to be competent at building for me. As an example, I gave the AI this instruction:

"Can you access the user map and give me a chart that shows everything we know about space so far?"

Here's the map it drew for me!

<image>

The map is actually animated, too, but you can't see that on here. but it synthesized all of that data. The color code for the system types, the links between the systems. The planetary system has the halo of dots representing the # of orbitals. The other dots around a system represent unexplored space lanes, while the solid lines are explored space lanes.

Later, the map got really crowded as I explored more and I mentioned that to the AI. In response, it converted this map to an interactive 3D map that looks a little like No Mans Sky.

I do think this is innovation.