so the entire map including biome are deterministically, procedurally generated from seed, and yes, they're progressively generated as the player travels to reduce the loading speed.
I built a procedurally generated pirate MMORPG using Fable.
The entire game is pretty much built using Claude Code. The procedural world generation, gameplay systems, multiplayer features, and much of the supporting game logic. One thing I found especially interesting was how compact the final output became.
The entire game is only 5MB, with no image, 3D model, or sound assets. Everything is generated through code.
The game supports up to 250 players and includes a large world with different landscapes, vegetation, thousands of items, cosmetics, animals, monsters, and ships.
Players can chat, trade, form parties, play poker and blackjack, visit shops and taverns, hunt, forage, fight monsters, participate in world events, sail, upgrade ships, install cannons, and recruit crewmates.
ARRR.fun is a procedurally generated MMORPG built primarily with Fable. Not a single image, 3D model, or sound asset was used.
It features a massive world with diverse landscapes and vegetation, thousands of unique items, cosmetics, animals, monsters, and ships, with full multiplayer support for up to 250 players.
Players can chat, trade, play poker and blackjack, visit shops and taverns, hunt, forage, fight monsters, and participate in world events. They can also sail across the world, upgrade their ships, install cannons, and recruit crewmates.
We launched six days ago, and thousands of players have already played.
Hello all, I made a crypto trading bot using ChatGPT + Python and I wanted to share it with you. I don’t know quant or Python, but it took me 1 day to build it thanks to ChatGPT.
It's a fun little side project and it's definitely not stable nor reliable.
Thanks for the question. We consciously decided to make our engine more opinionated compared to other modular alternatives, because we want to be extremely fast at developing 2D multiplayer games. For example, I made a simple MMORPG in 2 hours (https://www.youtube.com/watch?v=GZVsxkALR5U).
I believe that there's an inverse correlation between ease-of-use and level-of-customization. We chose the former to address the gap between casual game devs and multiplayer games which are known to be difficult to build.
I wouldn't recommend you modify the JSON directly, as it's quite illegible and bloated. There are actions in modd.io that allow you to modify the map directly. One creator in our community is dynamically generating the map using ChatGPT. He's building a hide & seek sends a prompt to generate 2D map JSON then loads it in the map every time the new game round begins. I'd share the game, but he hasn't published it yet.
We have an active community who are creating between 150 to 300 new games every day. Having a low-barrier of entry for both game devs & players def helps. (No download/signup required)
The games are hosted on our bare-metal servers, but you do have the option to self-host games as well. Our engine is open source (https://github.com/moddio/moddio2)