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.
Why promote this as being vibecoded? There are so many good games out there, why would one choose to spend a moment playing one that the creator of implies is half-assed by how they talk about it? If the game is good and you're proud of it, why not promote it rather than your means of creating it? We are all responsible for our own work at the end of the day, whether we code it ourselves or use AI agents. Emphasizing that it has only been done by AI is not very enticing.
You can see immediately that it's vibecoded so they kind of don't have a choice but to say so. It is interesting to see what can be achieved with AI even if few people want to play 100% vibecoded games.
Probely because that is the entirety of it. There is zero story or creativity or anything else that goes into an actual game, virtually nothing is named and any that has is a simply word or two jammed together into a name -- the player guide is written in claudish and has a literal table of the number of roads.
I don't think this is so much a game as a figure out how much can be vibecoded, such a tech demo rather of an engine
I believe the "massively" part of "massively multiplayer online game" means all the players are in the same world, unlike other multiplayer games where you might join a match with a group of players.
I learned coding on private MMO emulators (lineage 2 primarily). I had my own private server I was building in my spare time, implementing all the needed server features for the client one by one. Packet sniffing to know what any of the messages even meant. I was in the middle of that when I was approached by my business partner to do my first startup, and I haven't touched it since (2014).
It'd be a whole lot easier to get that done (and adapted to another client) now if I pulled that code back out.
Edit: After playing for a few min, not too bad! One thing I did notice, is the netcode/movement feels a little bit janky. I had jitter and ghosting on other players and NPCs.
Still no storyline. Just random action and attacks.
Why am I being attacked?
Where am I going and why?
Donkey Kong: the princess has been kidnapped by a monkey.
I am going to rescue the princess.
Simple as that my man.
It's smooth in Chrome but its buggy and unplayable in Firefox :( but fun!
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.
Why promote this as being vibecoded? There are so many good games out there, why would one choose to spend a moment playing one that the creator of implies is half-assed by how they talk about it? If the game is good and you're proud of it, why not promote it rather than your means of creating it? We are all responsible for our own work at the end of the day, whether we code it ourselves or use AI agents. Emphasizing that it has only been done by AI is not very enticing.
You can see immediately that it's vibecoded so they kind of don't have a choice but to say so. It is interesting to see what can be achieved with AI even if few people want to play 100% vibecoded games.
Probely because that is the entirety of it. There is zero story or creativity or anything else that goes into an actual game, virtually nothing is named and any that has is a simply word or two jammed together into a name -- the player guide is written in claudish and has a literal table of the number of roads.
I don't think this is so much a game as a figure out how much can be vibecoded, such a tech demo rather of an engine
Is it really massively multiplayer? There are 7 players online.
I believe the "massively" part of "massively multiplayer online game" means all the players are in the same world, unlike other multiplayer games where you might join a match with a group of players.
I learned coding on private MMO emulators (lineage 2 primarily). I had my own private server I was building in my spare time, implementing all the needed server features for the client one by one. Packet sniffing to know what any of the messages even meant. I was in the middle of that when I was approached by my business partner to do my first startup, and I haven't touched it since (2014).
It'd be a whole lot easier to get that done (and adapted to another client) now if I pulled that code back out.
Edit: After playing for a few min, not too bad! One thing I did notice, is the netcode/movement feels a little bit janky. I had jitter and ghosting on other players and NPCs.
Cool project!
Would love feedback!
Feels appropriate to ask an AI for that, no? You're vibing it, so the feedback would be vibed too…
(and at that point why not ask an AI yourself?)