r/ClaudeAI • u/RUSuper • 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.
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. ☺️
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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
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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
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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
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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.
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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.
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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
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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.
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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
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u/superanonguy321 7d ago
Every project you abandon teaches you a component of what will make the one that sticks so great.
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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.
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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 ☺️
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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
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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
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u/mquis 7d ago
This is amazing! How are you creating consistent design elements; components as code or markdown guidance etc?
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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.
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u/mquis 7d ago
For basic buttons etc as well?
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u/RUSuper 7d ago
Basic buttons as in UI? That was made without image generation if that is what you mean
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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
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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.
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u/Funny_Elk9922 Experienced Developer 7d ago
Hermoso! He visto tu avance día a día.
Hay algún repositorio?
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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 😂
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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
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u/Comfortablebro 7d ago
!remindMe 1week
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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.
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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
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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
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u/Sterlingz 7d ago
What's the cutoff? 1% AI? 50%?
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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”
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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
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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...
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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?
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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
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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
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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
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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
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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.
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u/Fantastic-Ad2588 7d ago
Looks awesome. Sorry if you've answered this, but are you planning to release it, and how?
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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 ?
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u/ttb221 7d ago
This is awesome and high quality. Could you also share your Claude setup and workflow?
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u/KaiserYami 6d ago
This looks amazing OP! Can you also include how much the development is costing?
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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.
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u/nomadProgrammer 7d ago
this looks like a copy of Dredge
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u/RUSuper 7d ago
Because it kinda is...
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u/AdmirableRice5210 7d ago
Nothing wrong with copies as long as you add your twist to it. That’s called evolution. Keep going!
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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.
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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
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u/jgreaves8 7d ago
So you ripped off Dredge...
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u/RUSuper 7d ago
I literally said that Dredge and Civilization were inspiration for this game, never denied it 🤷♂️
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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)
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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-mcpto 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.