Vibe Coded Mercenaries of Astonia Remake

equinox654

Gawd
Joined
Apr 7, 2005
Messages
993
I played little proto mmo called Mercenaries of Astona in the late 90s and early 2000s. I was actally at home recovering from a car accident playing it on 9/11.

It looked like this:
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It was open sourced ages ago. I had Claude pull the source and reimplent it in Unreal Engine with the original server.
I have the whole world and all of the gameplay working. Im just working on character models clothes/gear and props and bug fixes. Maybe do a detail pass later on.
I have raytracing/dlss/framegen in it too LMAO. Claude went through and fixed the server and added client side prediction, so its not laggy like the original.
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I have no memory of this game, but I love that we can now potentially remaster our personal favorites, whether other people remember them or not.

How time and skill-intensive was it to make this, and how much prior experience did you have with projects like this? There are a few games I wouldn’t mind giving the old face-lift and interface update if it’s feasible for someone like me.
 
I have no memory of this game, but I love that we can now potentially remaster our personal favorites, whether other people remember them or not.

How time and skill-intensive was it to make this, and how much prior experience did you have with projects like this? There are a few games I wouldn’t mind giving the old face-lift and interface update if it’s feasible for someone like me.
I have 3 weeks in it. Most of the time is me walking around and taking screenshots and marking them up to tell claude what to change. Game is complete. I am just fixing and changing things to my liking.
No coding difficulties with claude. Hard part was making assets on tripo3d and explaining to claude how to rig a cloak/cape in blender so it doesnt clip their arms and legs. To be fair I was letting him do it in the cloud... once I told him to use the blender mcp... quality increased.
 
"Built the way v2 played
Original server rules. The v2 server code by Daniel Brockhaus, updated for 64-bit Linux."

"1. Get the launcher
Download Astonia Launcher
Windows 10 or 11 (64-bit) and a recent graphics card. The game needs about 5 GB of disk space."

Linux or Windows then? Uhh....
 
I checked it out for about 5 mins yesterday, got killed by the thief in a building a couple times. Neat project, interested to see what you do with it.
 
"Built the way v2 played
Original server rules. The v2 server code by Daniel Brockhaus, updated for 64-bit Linux."

"1. Get the launcher
Download Astonia Launcher
Windows 10 or 11 (64-bit) and a recent graphics card. The game needs about 5 GB of disk space."

Linux or Windows then? Uhh....
The server is linux and it fixed the problem with it being 32bit, so its easier to run on modern linux.
 
Thanks for explanation. Are you planning Linux client?
I used a little too much usage on it over the weekend. I dont see why I couldnt just tell claude to make a linux client. Unreal Engine runs natively on linux.
Ive been wanting to try Omarchy. Ill do that one weekend and see if it works.
 
I used a little too much usage on it over the weekend. I dont see why I couldnt just tell claude to make a linux client. Unreal Engine runs natively on linux.
Ive been wanting to try Omarchy. Ill do that one weekend and see if it works.
Sounds good, wait for your weekly to replenish and you will be able to make even more features :)
Are you on Claude Pro or Max subscription?
 
Sounds good, wait for your weekly to replenish and you will be able to make even more features :)
Are you on Claude Pro or Max subscription?
The $200 max plan. The context on the game had grown so long I had to prune it. At the beginning it was essentially infinite. Clade said the context inserted into each propt was 15KB before I pruned it to 6KB yesterday. So I should get a lot lower token burn.
 

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I can think of few things you can try to save tokens:
Consider using git, to split work into tiny pieces. Every job, a commit. Easy to read, revise or revert.
Spawn any subagents on Sonnet, with loading claude.md for subagents disabled. That way you will save a lot of tokens, without compromising quality.
Only the planner should get highest quality model and effort. Once the plan is created, dumber agents can chip at the work, commit by commit.
 
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