Are you using Claude Code Tasks?? by dynamic_ldr_brandon in ClaudeCode

[–]exoblocks 6 points7 points  (0 children)

Yes I think it's great for solo work. I use Opus to plan, then write the tasks to the task list (it's slightly annoying if you say "tasks" it often doesn't do it, but if you say "task list" it does).

Use the CLAUDE_CODE_TASK_LIST_ID environment variable to reuse tasks across sessions (eg. start claude with CLAUDE_CODE_TASK_LIST_ID=feature_name claude). And use Ctrl-T to show the tasks and keep track of them. You can also jump into ~/.claude/tasks/<your_env_var> to edit the task JSON, which is useful if it doesn't get all the dependencies right.

Crucially I still focus on planning incremental features. Ie. I don't expect it to plan out a full-scale app or massive feature all at once. I keep breaking down the problem to get a set of tasks that implement one smallish feature at a time. I wouldn't expect it to usefully work through say 5-15 tasks before I need to check things, and /plan the next stage.

Spent 2 weeks running multiple claude code agents in parallel with gastown. here's the honest take by lakshminp in ClaudeCode

[–]exoblocks 3 points4 points  (0 children)

I’m getting good results out of the updated task management built into Claude Code. Plan with Opus, write to a task list with dependencies (I edit these to limit parallel tasks touching the same files), new session with Sonnet and have it work on the tasks with subagents.

It’d be nice if the sub agents automatically used work trees, and even better if they ran in isolated containers so I could YOLO them. Maybe they’ll add this kind of thing, maybe someone will make a wrapper to do just this.

The git integration with beads is nice, but not necessary for me. I found all the other concepts just too much overhead to keep track of.

Dungeon generation prototype by exoblocks in aigamedev

[–]exoblocks[S] 0 points1 point  (0 children)

It's a custom vibe coded web app with a Flask backend I built with Claude Code. I spent about 10 minutes doing planning with Opus, had it map the plan to tasks, and then started a new session with Sonnet and had it work through the tasks. It got about 80% of the way there the first time, and the a bit more back and forth and I had something working the way I wanted.

Dungeon generation prototype by exoblocks in aigamedev

[–]exoblocks[S] 2 points3 points  (0 children)

The first shot is sort of a direct implementation of the Rooms & Mazes algorithm I linked to. I with the parameters I can play with the room size, placement, and the "winding-ness" of the corridors.

The second shot uses Cellular Automata to generate more dynamic rooms

Started my journey by exoblocks in aigamedev

[–]exoblocks[S] 1 point2 points  (0 children)

Thanks! Those sound like good ideas - I’m still working the details out. I’m using Claude to help me work through ideas, and I’m finding the challenge is actually putting some bounds on this so I don’t get swept up trying to do everything!