I’ve shown this to a few people and thought folks here may be interested too.
I’ve been using Claude for a while now, and wanted to see how far I could really push it without writing a single line of code.
I ended up building a 3D web-based multiplayer game, inspired by FutureCop: LAPD (on the PS1, specifically the Precinct Assault multiplayer mode - https://www.youtube.com/watch?v=qDEXfN2ifXY), which Claude suggested would take 2-3 weeks to build (by hand).
Fast forward ~1.5 hours of prompting and I had a fun MVP - and within ~6h I was sharing it with friends. ~12 hours of prompting later - without writing a single line of code - I’m blown away at the result.
There's now multiple levels, multiple units, sounds, a leaderboard and you can use your BlueSky/GitHub username - all in 3D, all in a browser.
You can try the game out here: https://arena.ibuildstuff.eu
The code: https://github.com/tombuildsstuff/web-arena-game
Tech Stack: Three.JS and WebSockets on the frontend and Golang on the backend
I’d love to hear what you think :)
reena_signalhq•1h ago
Quick questions: - What was the hardest part to get Claude to help with? (I imagine real-time networking/WebSockets was tricky) - How much of the code did you write vs. Claude? - Any major bugs or issues that Claude couldn't solve?
Would love to try it out - is there a live demo link?
tombuildsstuff•1h ago
Yeah there is, got a little lost in the formatting, but you can try the game out here: https://arena.ibuildstuff.eu
> How much of the code did you write vs. Claude?
Claude Code wrote all of it, I haven't written a single line of code here, only prompted/driven Claude (and configured deployment/a GitHub app/DNS etc). There's a breakdown of tasks at the bottom of the page ("how it was built")
> What was the hardest part to get Claude to help with? (I imagine real-time networking/WebSockets was tricky)
Definitely WebSockets - mostly in terms of debugging issues when a client disconnected and the instance was running for an extended period. After a couple of minor bug fixes I explicitly asked Claude "Please review the WebSockets code for any issues and fix those" which fixed a couple of issues
> - Any major bugs or issues that Claude couldn't solve?
Primarily around map generation, it needed a bunch of help there - it tends to spawn the turrets inside of walls, didn't take vertical elevation into account (so you could pass through a wall/under a block) - and when I asked it to generate a non-polygon level (which I've not yet pushed support for) it created a star-shape, with the bases outside of it.
Also I intentionally opted to avoid getting Claude to write tests for this, I've not looked into it, since I suspect writing a test suite for WebGL & WebSockets is _probably_ a lot more effort - and doing this by hand has allowed me to play-test this whilst Claude focused on implementing it
It's been a fun experience though!