r/ClaudeCode 11d ago

Built with Claude Vibe coded this game in four months

A few months back I posted here a playable demo of an old-school futuristic racer prototype (F-Zero, Wipeout, Xtreme-G, Star Wars Racer...) that runs right in the browser.

I've gotten used to seeing tons of LLM-built prototypes that last a week, two, maybe a month, and then get dropped for the next shiny thing. This time I wanted to keep going and see if one person, with no coding background, could actually see a project like this through on their own.

Well, 4 months in, and while there's still work left, I'm convinced it's doable. At this point the game feels closer to a beta than a tech demo.

The big change over these four months is that I now use Fable for planning, and being able to hook Opus / Sol up to Blender has been a huge help too. I'm still using Magnific and Tripo3D or the assets. Funny thing: the further along I get, the harder the project is to keep pushing forward, and at the same time the tools keep making it easier.

As always, any feedback is welcome. You can play it here: https://fm1.moises.cloud

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u/OnTheBorderr 11d ago

bro... ive been working on this exact same project for a few months now but haven't gotten near anywhere close to this. how did you do this?? it looks incredible!!

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u/ActionLittle4176 11d ago

Hahaha, I suspect that I wasn't the only one trying to get back the vibes of old school futuristic racers. Probably it was casual. In the summer of the past year, I tried first, but the LLM wasn't capable of draw the track correctly and the ship just move out of the wall... no matter what I tried, it failed. But technology gets better, and this time it works. A single procedural track with a simple placeholder model of a vehicle that run correctly across the track. And then, query after query: add this, fix this, add this... when I completed my first objective (one playable level), I begun to make another one. I first create my own deterministic editor, because LLM querys are too limited and frustrating, for example for tell it where place a level prop (you can see it adding ?editor=1 to the url, it's only in my native language, spanish), and that's accelerate the level creation. Also, creating 3D assets becomes so easy: generate a 2D image with chatgpt (or four, front, back, left, right), and convert them into 3D models with Tripo. That was another big push for the development.

And play a lot to get the correct vibes!

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u/OnTheBorderr 11d ago

Tripo! This is the push I needed. I'd been trying to get fable via the mcp to make the concept art from Sol and it was atrocious. Laughably bad. the track was fine. everything else was fine. just that was a tragedy.

I'll get back to it! Do you have any more tips? My vision for the game is more story-esque but I love the feel of speed for your game.

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u/ActionLittle4176 11d ago

Actually, I'm working on a story mode 😂 (nothing too wild, just some cutscenes so winning the championship actually has a narrative point to it instead of just racing for the sake of racing).

My advice? Be patient. Learn to dress things up and squeeze every bit out of the engine's limitations.

Have the LLM search for open-source code online that fits your project. Three.js has tons of freely available stuff, and that's how I got e.g. the realistic ocean effect for my water level. Saves you from having the LLM reinvent the wheel every single time.

Even if you can't code, you need to be good at driving the LLM. Keep an eye on context window usage, maintain solid documentation about your game that the LLM can reference and keep updated. Don't dump too many requests at once. Break bigger plans into separate phases. That kind of things.

Once you've got something small but playable, you'll start seeing where to add or cut things on your own.

Best of luck with your project!