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Subject: vibecoding multiplayer first person shooter for synchronet Date: Wed Oct 01 2025 19:21:02
From: Hm Derdoc To: All

i'm not a total vibecoder guys, but i just decided for entertainment to see
what an AI could do if I told it to "make a dumb fps for synchronet" and then It
old it to use some synchronet libraries for multiplayer.  

it's surprisingly not that slow and while it's not built into much of an actualt
hought out game with very minimal graphics, it's sort of got the core elementsth
ere.  i tried to coax it into maybe loading in some ANSI sprites with some
templating logic to improve graphics and got frustrated.  So it's like an ASCIIf
ps with some ANSI colors.  i was thinking it would be cool to get it into a
state where you can create maps + characters without having to code, but then Ir
emembered I started this because I was being lazy to entertain myself, and I
found myself using my brain as my AI refused to budge and then asked for more
quarters to be inserted into the machine to continue.

i don't think my immediate ambition will take me that far, if someone else
wants to run with it be my guest.  it'd be pretty easy to finish some score
mechanics and turn it into a game.  if i were to try to finish it up in a
reasonable amount of time, i might try to make the game more like "Sceptre"
than "Castle Wolfenstein".  The former certainly seems more within reason, but
the latter may be possible.

Here's the code if anyone is interested in forking it or wants to try a
multiplayer BBS experiment.  I'll probably make another pass at it one of thesed
ays if/when I know what finishing it looks like.

https://github.com/chairmanmow/doomb

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 ■ Synchronet ■ \1g telnet://\1n\1!Gfutureland.today \1c https://\1n\1!Cblockbra
.in\1n

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