▲ 122 r/ClaudeAI

HD-2D RPG in Three.js built with Claude Code

Most of this was built from an initial prompt: "create a 3D pixel-art game using Three.js ... here are some results other have achieved: [screenshot] ... orchestrate sub agents using appropriate models and effort. Take as long as needed."

I use a 20x plan for work and had tokens to spare last weekend. The "take as long as needed" turned out to be about 12 hours, with my first prompt at 11:26 AM on Oct 4, with no messages from me until it finished around 11:25 PM.

I expected a short tech demo. Claude Code split the work across sub-agents, ran on its own for about 12 hours, and came back with a playable RPG: a village, a forest and a dungeon to explore, a party of four, and turn-based battles with weaknesses, shield breaks and boosts.

Since that initial prompt, I've played it through a few times, cleaned up rough edges through follow up prompts, added anonymous logging (which enabled finding and resolving shader issues on machines I don't have) and various small fixes.

The game has no image, model or audio files. Every texture, sprite, song and sound effect is generated in code when the page loads, and the whole first chapter is about a 4 MB download, free to play in your browser and takes about an hour:

https://rivetmothgames.itch.io/lanterns-of-aldermere

u/EdgarDruin — 4 days ago
▲ 1 r/itchio

Lanterns of Aldermere · Chapter One Trailer | HD-2D Pixel RPG, Free in Your Browser

Lanterns of Aldermere is a turn-based RPG in the HD-2D style: pixel-art characters in a 3D world with depth of field, lamplight and drifting fireflies.

The Great Lantern above the village of Bramblehollow has gone dark, and the Lanternkeeper is missing. Kael and Mira follow the trail through Whisperwood and down into the Sunken Sanctum, and they pick up two companions on the way.

https://rivetmothgames.itch.io/lanterns-of-aldermere

youtu.be
u/EdgarDruin — 7 days ago

Ice Cream Shop Half Modular WIP

Kids asked to transform some of our old 3 in 1 buildings and this was my first attempt at a half modular addition. Still designing the second story, but found most of the pieces for the first floor!

u/EdgarDruin — 1 month ago
▲ 4 r/coins

Mom had this Morgan in a mixed coins tin she gave my boys

Not sure exactly how she came by it, just the most interesting coin in the tin.

u/EdgarDruin — 3 months ago

Fable Started, Opus Finished: IronClaim, throwback late 90s style wargame

I threw Fable a goal for a game I enjoyed decades ago, MAX, and then backed away. It built a workable prototype within a few hours and it was playable by the time Fable was shut off. I've since QA'd and worked through new features with Opus, like the first 2 acts of a campaign (still not fully played through) as a way to burn a few tokens I don't spend on work each week. It's playable at: https://iron-claim.com

> I want you to build a turn-based tactical strategy game called IRONCLAIM in this project — a spiritual successor to the 1996 game M.A.X. (Mechanized Assault & Exploration), with its own original setting, names, art, and lore (do NOT reuse anything from M.A.X.). Build it with Next.js & react and it has to support online play: a host creates a room and others join, like modern multiplayer web games. That next.js/react constraint is purely for deployment — use whatever fits inside it (canvas/Phaser/Pixi, whatever you judge best). I don't want to think about that side.

> It's a hex-grid game where players raise an economy from raw resources, design and upgrade mech units, and fight over a contested mining world. FOUR mechanics are sacred and must be fully implemented and FUN — do not simplify them away:

> 1. Unit design & upgrades — chassis with stats you upgrade globally plus build-time loadout choices; combined arms must matter (a balanced force beats a pure tank ball).
> 2. The transport gambit — transports carry units through gaps in the line, and unloaded units KEEP their full turn so you can dump a swarm deep in enemy territory. Keep it devastating; balance it by making transports soft and detectable, not by nerfing the dump.
> 3. Signature/Detection fog of war — vision and detection are separate layers; units have a signature, detectors (radar/AWAC/sonar) reveal them, cover lowers signature and raises defense. Recon and counter-recon are the core mind-game.
> 4. Ammo & supply — limited ammo per unit, resupply via supply units/depots, logistics is a real constraint on the swarm.

> Build hotseat + AI opponent FIRST (a complete game with no netcode), then add online rooms. Use 64-bit-safe counters and write a test that simulates a 1,000-turn game with no overflow or desync — there must be NO turn cap, ever. You have full autonomy. Don't stop for my input until there's a playable build I can review end to end. Have fun, be creative — you're an expert strategy-game designer and developer.

u/EdgarDruin — 4 months ago