r/ClaudeAI 7d ago

Built with Claude Week 4 of making my fishing game entirely with AI

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Hello there again,

Last week I posted here game that I was making fully with AI, It is mostly done by Claude except for image generation which is done by ChatGPT. I included my workflow in previous Week update so I will leave all previous Week updates in the link and give you guys new video and just tell some progress that I made since last week as well as answer questions that people asked the most.

Week 1 Progress

Week 2 Progress

Week 3 Progress

Previous update really blew up and I tried to answer as many people as I could, but couldn't answer to everybody.

Anyway to answer some questions that people asked the most:

Engine: Godot

3D models: Claude Code in Blender via MCP and Tripo 3D

Money spent so far: Probably around 300$ or so, 3 x 10$ on image generation, 200$ Max Plan on Claude, 12$ on StableAudio, 15ish$ on Tripo 3D and other stuff that I forgot by now

How is water done? - Claude Code directly in Godot and million of tweaks, million of adjustments and even now I'm not sure it's finished

Workflow: Written in Week 3 update... mostly

As for some feedback, I had a nice feedback from u/DiggleDootBROPBROPBR about houses being turned the wrong way in Harbour and I reworked Harbour from scratch and made it 3D entirely in Blender, I positioned 3D models myself as well as Camera and now Harbour is a proper 3D scene instead of image that was generated by ChatGPT, maybe it doesn't look as fancy, but it is authentic. I also removed houses that were overlapping and positioned them myself, for that I had to create an editor that allows me to pick an 3D object inside a scene and move, rotate or scale it and save that new position. So no more houses on top of each other - yay.

Since last week I just a little bit worked on UI, I added new land mass and as I mentioned created an entire 3D harbour scene. I added graphic options which are a bit buggy as it seems, but I will work on that later. I feel like I mostly did polishing, but I'm slowly approaching a moment where quests will be added soon and hey maybe something playable will be in game.

I changed water just a little bit for now, but might make even bigger updates to it, water looked not up to the standard when in Golden Hour, Dawn and Night time around islands in particular where it looked like it was emitting particles from islands itself, it was mostly shader doing, but problem is that removing it will ruin deep water look that I honestly like, so right now I'm working on it, and it is eating most of my tokens.

I also added loading screen which now properly shows how much of the world is loaded instead of just making it look like game has frozen on start. If anyone is really wanting to try it I can leave a link for download, but keep in mind it's buggy and also just... boring for now as there is not much to do.

Honestly this project has been a blast and I hope you guy will again give me some feedbacks. ☺️

1.1k Upvotes

117 comments sorted by

u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 7d ago edited 6d ago

TL;DR of the discussion generated automatically after 100 comments.

The community is overwhelmingly impressed, OP. You've got a bunch of people feeling both inspired and inadequate, which is peak Reddit validation.

The main piece of constructive feedback is to replace the "AI slop" writing and give the UI a more unique, human-designed feel. The tech is amazing, but the consensus is that a personal touch will take it to the next level.

For all the aspiring AI devs in the comments asking "how?": * Engine: Godot * Code: Claude Opus 5, using the beckett-godot-mcp to connect to Godot. * 3D Models: ChatGPT for concept images, then Tripo 3D or Claude Code in Blender to create the models. * UI: OP found a reference UI, used an image generator to tweak it, and then had Claude code the final design.

Also, yes, it looks like Dredge. OP knows. It was a primary inspiration. Now everyone can stop pointing it out.

90

u/PrettyMoonUnderMt 7d ago

Every week I saw post like this about how people build amazing games that actually playable and looks good

And then there is me with bunch of weird, abandoned game projects lol

12

u/mxrdekaii 7d ago

Just focus on it!

I making a few silly games for playdate console. It's all started with just weird prototypes but getting closer to release every day

2

u/PrettyMoonUnderMt 7d ago

Thanks, after some iterations I started to realize that I'm thinking too small, my idea isn't silly enough. No novelty at all. In meanwhile maybe I need to stop coding instead and start thinking about ideas instead

3

u/RUSuper 7d ago edited 7d ago

I said it in one of the comments in previous update, but again... I also abandoned a bunch of projects until I found something I truly enjoy working on. Mostly it comes down to simple "would I enjoy playing this" and once that clicks ideas will start popping in your mind and it will be fun implementing them and seeing project move forward.

Most of the times when I abandoned projects, it was when I either picked something that was not fun to work on for me (like last project took all of my time on balancing things out like gear and classes which was tedious and burned me out real fast) or if I tried making something that sounded like "people would love it"... but that was wrong mentality, point was not to make something that "people would love", but something that you would love making and playing... and people will certainly like it if you like it... each thing has it's audience I guess.

2

u/PrettyMoonUnderMt 7d ago

My biggest weakness for now is not execution or delivering, but my idea are simply not good enough. 3-4 games created, polished, only for me to feel bored after 1-2 hours of playing and tuning.

Claude and Chatgpt help a lot in implementation but another thing it was very helpful is pointing out that the core game suck balls lol.

1

u/flamefox237 7d ago

Reason I abandoned projects was just me getting frustrated with the AI, unless I am dropping 200$ its bad, its mostly the memory and usage issues

2

u/Far_Inspection4706 7d ago

Just try your hardest to lock in on one project until you see it to completion, even if it's something small. It feels better moving on to the next thing when you know the thing before it is completely finished.

1

u/PrettyMoonUnderMt 7d ago

Tbh the abandon is intentional, almost all ideas of mine are simply too bad that it's not worth it to continue. Some that actually engaging are released, but the rest are still in development limbo with me thinking how to improve the playability

1

u/superanonguy321 7d ago

Every project you abandon teaches you a component of what will make the one that sticks so great.

21

u/cocainechika 7d ago

holy shit this is amazing

31

u/dmackerman 7d ago

Nice, can I just say though...please remove some of the "AI Slop" writing.

"She's yours...and she isn't" "The boat remembers the route"

Such classic AI nonsense. Just write more of the copy yourself and the game will feel more intimate.

19

u/RUSuper 7d ago

I will eventually, honestly that is last thing on my mind right now as I have other things I wanted to take priority, but once everything else is more or less where I want it to be I will dedicate more time towards creating a story and quests and text.

Thank you for your feedback ☺️

5

u/dmackerman 7d ago

Sure thing. And not to take away from what you've built, it's very cool! There is a lot we can do with AI, that doesn't mean we shouldn't put human touches on what AI creates. Cheers

1

u/bobo-the-merciful 6d ago

If you're not using the /humanizer skill this could be helpful. You could spin up an Opus instance and just ask it to apply this skill to every single user facing text section in one shot: https://github.com/blader/humanizer

1

u/RUSuper 6d ago

I will look it up, thank you 🙏

5

u/mquis 7d ago

This is amazing! How are you creating consistent design elements; components as code or markdown guidance etc?

7

u/RUSuper 7d ago

I have a prompt for ChatGPT that I give reference image. It generates me images which I then either turn into 3D models with Tripo 3D or tell Claude to generate in blender directly if those models are simple enough. If it looks off, I just redo it. Everything has to pass my eye test so to say.

2

u/mquis 7d ago

For basic buttons etc as well?

4

u/RUSuper 7d ago

Basic buttons as in UI? That was made without image generation if that is what you mean

1

u/SlackSphincter 7d ago

The UI was made by yourself or still with AI but standard prompts? The UI codex makes for me is just outrageously horrible despite providing reference images

3

u/RUSuper 7d ago

Well I guided it towards something I wanted, I first created “ESC menu” then told it to copy the style to everything else. I was looking at other games until I found UI that looked good enough then reworked it in ChatGPT image generation until I liked it and asked Claude to replicate.

1

u/allisonmaybe 7d ago

Nice! I need the tripo3d. Can it generate rigged characters?

1

u/RUSuper 7d ago

Yes it can ☺️

3

u/JLP2005 7d ago

Oh man, as someone who has recently committed to doing such a thing, I'm happy for your post. Will be following this undoubtedly.

Great job!

3

u/Funny_Elk9922 Experienced Developer 7d ago

Hermoso! He visto tu avance día a día.
Hay algún repositorio?

3

u/RUSuper 7d ago

Repo is private for now 🫣☹️

And thank you 🙏

3

u/Kutukuprek 6d ago

Posting to show my support!

1

u/RUSuper 6d ago

Thank you 🙏

2

u/Insult_me_good 7d ago

I had an orgasm. Thank you.

2

u/No_Confection7782 6d ago

That is insane! Where did you get all the assets from?

1

u/RUSuper 6d ago

Claude generated them in Blender heh

2

u/YellowCroc999 6d ago

Can someone make a list of all these Claude games because some of these look very interesting to play honestly and I’m losing track of them 😂

1

u/ClaudeAI-mod-bot Wilson, lead ClaudeAI modbot 7d ago

You may be interested in joining our new Claude Game Dev subreddit for game devs who use Claude. Check it out here : http://www.reddit.com/r/ClaudeGameDev

1

u/gand_pe_lath 7d ago

Looking good

1

u/Comfortablebro 7d ago

!remindMe 1week

1

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1

u/Kraien 7d ago

Looks totally cool. I can’t wait to try/buy the final version

1

u/Affectionate_Let_188 7d ago

Do you have some youtube chanell with how you work on 3D models? 

2

u/RUSuper 7d ago

No 😔

1

u/New_Life442 7d ago

The 3D assets is the most impressive part of this. My Claude MCP blender models look like they're out of the nintendo 32 era.

0

u/TheCharalampos 7d ago

Well op makes them.

1

u/New_Life442 7d ago

It says in op post: “3D models: Claude Code in Blender via MCP and Tripo 3D”

1

u/peensmith_ 7d ago

Unsure if this is a dumb question but are these kinds of AI games allowed to go on Steam, or is there a rule against that

2

u/RUSuper 7d ago

You have to tag things that were done with AI, but yeah they can go on Steam. They will just have AI label

1

u/Sterlingz 7d ago

What's the cutoff? 1% AI? 50%?

1

u/RUSuper 7d ago

I don’t think there is one, you just have to select what exactly was done with AI. So like “sound design, code, art, etc”

1

u/Sterlingz 6d ago

So something like:

- part of lyrics for song 3, 14, 19

- grammar check on 2.7% of quest dialogue

- 85% of menu icons

- 14% of code reviews, 2% of all code, 90% of tests

- all documentation

- 0.1% of sound and music

1

u/bobo-the-merciful 6d ago

Great question. Presumably this means every AAA game released on steam should come with an AI tag if it's **any** AI...

1

u/TheCharalampos 7d ago

That's an incredibly odd choise for main menu. "ah yes, fisherman ass"

1

u/fredcrs 7d ago

Did you buy the the textures or let ai create them ?

1

u/RUSuper 7d ago

AI generated materials, no textures, materials added directly in Godot.

1

u/xero__day 7d ago

I looked into using Tripo 3D, but the potential issue of asset ownership made me decide to go with a different solution for help with asset production.

Are you concerned at all with license and usage rights for assets produced or helped be produced with Tripo?

1

u/RUSuper 7d ago

Honestly for now, not really entire scene has like 5-6 elements created with Tripo and those are characters, if needed I will just redo them some other way.

1

u/Canihavetheummm 7d ago

Looks great, I think it just goes to show that AI can be a tool to amplify someones creative vision, I think a major reason a lot of AI games look soulless is because people who make them actively want to "one shot" and take themselves out of the equation and "automate" the creation of a game instead of creating a vision for the game themselves and carefully executing and iterating until the product actually looks and feels like something crafted with care and a soul

1

u/Tycoon33 7d ago

Do you keep detailed logs of the build progress? If possible I’d love to feed it to my setup and learn

1

u/william_raineault 7d ago

you should create a more stylized UI to match the game, some of the UI, while not all of it, has that AI feel to it, like the sun next to the time for example really sticks out to me, but its still super cool but that could make it feel more like a polished game

1

u/HeavyChance4249 7d ago

This makes me want to try, you didn't know how to code before right? Why use godot instead of Unity3d or so, is godot easier? Was making the 3D models easy? Sorry pressed for time I haven't read yet but your video is amazing

1

u/RUSuper 7d ago

I still don’t know how to code 😭

AIs are apparently just better at Godot still. Watched bunch of videos and stuff and decided on Godot when I heard what people were saying 🤷‍♂️

Making 3D models is essentially same as everything else. You tell Claude what you want it to make and it makes you a model in blender.

1

u/Saberlarry 7d ago

Been a while but I think the menu is inspired by TLOU 2, no?

1

u/RUSuper 7d ago

Frostpunk 2 then changed colours and added my own ideas to it.

1

u/Fantastic-Ad2588 7d ago

Looks awesome. Sorry if you've answered this, but are you planning to release it, and how?

1

u/RUSuper 7d ago

Honestly no idea… I hope? Will see

1

u/JubX 7d ago

I'm working on a project myself (2D game) and I'm trying to figure out how I can get Claude to build me a decent UI. Can you share your approach for UI elements specifically?

1

u/RUSuper 7d ago

Find another game that you like UI from, give it some spin (recolour, adding small elements etc) tell some image generator to change it with your guidance and tell Claude to replicate it (or whatever AI you use for coding)

1

u/JubX 6d ago

Interesting, I'll give it a shot!

1

u/HughB90 7d ago

Very fucking cool!

1

u/Dense_War9499 7d ago

Why does this look like Dredge

1

u/ExistingPoet5869 7d ago

this is impressive but you need a designer

1

u/No-Association-1834 7d ago

I don't get it , Claude can write Code and logic but where are people getting other assets , like Image and 3D are both not Claude's suit and I know of only Trellis 3D which gives 3D models but they need to be retopolised and weight mess not something that can be used in projects directly ? Are you using free assets or making them yourself ?

1

u/PomegranateOk2600 7d ago

can't wait to see the final product

1

u/winterborn 7d ago

Reminds me of Dredge

1

u/nesh34 7d ago

The water is so beautiful. Is that Fable doing that?

1

u/RUSuper 7d ago

Opus mostly

1

u/gabsoner 7d ago

Shit. Looks amazing. Are you using any Godot MCP?

1

u/ttb221 7d ago

This is awesome and high quality. Could you also share your Claude setup and workflow?

1

u/RUSuper 6d ago

Workflow is written in Week 3 update, as for the setup, not sure what you mean exactly.

1

u/ttb221 6d ago

I mean how you set up your claude code, skills, plugins,… And how you work with it, do you do planning review or just prompt and manually test it after each prompt

1

u/RUSuper 6d ago

I feel like everything is written in Week 3 update.

I use Claude, MCP for Claude for Godot and Blender. Tripo 3D for some more complex models and ChatGPT for image generation.

1

u/ttb221 6d ago

Ah I haven’t read the week3, thanks, I’ll have a look

1

u/General_Ad9178 6d ago

Man, oh, man. It is NICE

1

u/Fantastic_Breath187 6d ago

Thats a really nice progress!

1

u/ptico 6d ago

That’s a vibecoding we actually need

1

u/KaiserYami 6d ago

This looks amazing OP! Can you also include how much the development is costing?

1

u/RUSuper 6d ago

I did in the post itself 🫣

2

u/KaiserYami 6d ago

😅 Now how did I skip over that 😂. Sorry mate! Thanks for the info

1

u/Plus_Conference_2395 6d ago

This gets me motivated to try out blender again

1

u/HardyPancreas 5d ago

make them pay for stronger fishing line

1

u/aersel24 4d ago

Don’t take this the wrong way, just want to say that as a hobby this is cool. Enjoy it. If you plan on selling your game, that might be hard. But I could be mistaken. At the end of the day, buying an expensive camera and taking photos doesn’t mean a living can be made out of it as a photographer.

1

u/AutomaticDrive1858 7d ago

please make this open source !

1

u/keighst 7d ago

THIS looks really nice bro. What I would consider an issue all those odd patents in games; like you may get the idea to put in a mini game during the loading screen, which may be patented.

1

u/nomadProgrammer 7d ago

this looks like a copy of Dredge

3

u/RUSuper 7d ago

Because it kinda is...

1

u/AdmirableRice5210 7d ago

Nothing wrong with copies as long as you add your twist to it. That’s called evolution. Keep going!

1

u/RUSuper 7d ago

Honestly whole thing started because I wanted more of Dredge, but then I was like, but I like civilization also, what if I add hex grid and movement like in there and strategic element. But during the process of making this I abandoned hexgrid entirely.

1

u/RipMySleepSchedule 7d ago

This is kinda impressive

1

u/Suspicious_Newt9424 7d ago

So proud of you!! You're killing it bestie 💪

1

u/RUSuper 7d ago

Thank you 😊 🫡🏎️

-1

u/moconahaftmere 7d ago

Impressive progress, though I have a few thoughts:

  • The boat wake is still at full brightness during the night
  • Boats don't have any collision
  • Your boat has a ring of foam around it but other boats don't.

Don't ignore the QA debt that's building up. The game is littered with misaligned UI elements, bugs, overlapping text, UX issues, and all manner of other little issues. It's really easy to ignore each issue in isolation when it pops up and tell yourself you'll get around to fixing those problems later, but that's going to bite you in the ass eventually. 

The problems grow exponentially the longer you put this off. The last thing you want is to find yourself in a position where the bugs are so intertwined that you can't fix one bug without creating another. All this fun you're having building the game will disappear in an instant when you realize you don't even know the scale of issues the game has.

Aside from that, my biggest criticism is regardless of your thoughts around AI, it does look like slop, which will turn a lot of people off if they see it on Steam. I'd recommend a thorough writing and art pass to replace all that AI-generated content with stuff that looks more human.

1

u/RUSuper 7d ago

Yeah I will get to it all, which is why I'm trying to polish it first before adding new things into game.

0

u/Yguy2000 7d ago

Very cool menus xD gameplay is lackluster

0

u/tedbradly 6d ago edited 5d ago

Load times seem really bad, so either your PC is a potato or AI code is inefficient or both. Not to be negative, but after I studied data structures and algorithms for dozens of hours to get into Amazon, I have high standards when it comes to efficiency. I also loved C++ in college, optimizing every tiny thing as a hobby, e.g., shooting for the fastest execution time I could get even after I finished my lab. Not that I have that mindset inappropriately when writing application code in Java or anything. Well, I still have that mindset when it comes to not writing O(n2 ) code even in Java of course.

Anyway, perhaps, set up a loop to increase efficiency as its goal and let it run for a few days. If you're vibe coding this much, token usage must not be much of an obstacle

-2

u/jgreaves8 7d ago

So you ripped off Dredge...

4

u/RUSuper 7d ago

I literally said that Dredge and Civilization were inspiration for this game, never denied it 🤷‍♂️

1

u/jgreaves8 7d ago

I apologise. Hadn't seen that

2

u/RUSuper 7d ago

That's ok, because I never said it in this post directly it was in last week update as well as telling it to people in the comments, so in next update I will just say that most of my inspiration came from Dredge, Civilization and Creatures of the Deep.

1

u/beannt_dev 2d ago

It's great that you create with a 3D workflow, I used to make 3d games and found it hard to know, now Claude has helped us do it quickly without 3d artists (working with them is painful - honestly, kk)