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Make me the most insane and blast of a shooter you can possibly build on ThreeJS + Web shaders bro!The most important things are shooting, dynamics, recoil, graphics, hit impact, gunplay. It's a beautifully designed arena where enemies swarm in hordes. Must have ADS aiming, weapon inertia/weight.3 weapon types: assault rifle / submachine gun, shotgun, and a heavy-hitting marksman rifle.Ability to attach (scopes, silencers, grips). This is a Call Of Duty Style AAA game in the browser. Do it right bro, I believe in you!This is your resume at Activision, do the maximum you can. More graphics, more engagement effects, more impact. You have only one shot at this. It should be a modern setting, modern combat, dirty trenches, drones, fog, drizzling rain. The style of the game is Bodycam, as close to realism as possible.Give yourself fully to this.
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FPS shooter with bodycam look, trenches, drones, rain, and fog
Sonnet 5.5 built this FPS from 1 prompt.
Almost 12 hours and 3 usage-limit stops later, I had to tell it to wrap up. The game looks cool, but fuck me.
I usually test new models by making shooters. This time I opened a fresh session, set effort to Max and gave it a slightly more detailed prompt. Modern combat with a Bodycam look, dirty trenches, drones, rain, fog and good gunplay. Sent it and walked away.
When I checked on it, I couldn't understand what it was doing at first. It was rendering a cube, testing the browser renderer and taking screenshots. Then separate checks for weapons, materials and lighting. I hadn't seen this much checking in my other shooter tests. I'd done these with Opus Max too, without this kind of usage.
I came back to a usage limit. Fine, waited for the reset and hit continue. 17 minutes later I hit the limit AGAIN. What the fuck? The screenshots looked pretty good and I wanted to see the result, but I couldn't continue.
After another reset, it hit the limit a 3rd time. By morning I was telling it to wrap up because I couldn't afford to use this much of my allowance on 1 game.
We checked the logs. Sonnet had launched 6 subagents: 4 on Fable 5.1 and 2 on Opus 5.5. They handled audio, weapons and arms, soldiers and drones, UI and the environment while Sonnet built and tested the game around them.
The game-building part logged 186.6M tokens:
Sonnet 5.5: 125.3M.
Opus 5.5: 39.2M.
Fable 5.1: 22.1M.
176.7M of that was repeated cache reads. Output including reasoning was 2.18M tokens. These are logged usage totals, which don't directly tell us how much subscription allowance the session used.
I never changed the brief. I never asked it to redo the weapons or add more effects. Just continuations after the limits and eventually asking it to finish. All of this came from the original prompt.
I like the game. But I probably won't do this again. I can't afford to use that much of my allowance on 1 task.
The full prompt:
Make me the most insane and blast of a shooter you can possibly build on ThreeJS + Web shaders bro!The most important things are shooting, dynamics, recoil, graphics, hit impact, gunplay. It's a beautifully designed arena where enemies swarm in hordes. Must have ADS aiming, weapon inertia/weight.3 weapon types: assault rifle / submachine gun, shotgun, and a heavy-hitting marksman rifle.Ability to attach (scopes, silencers, grips). This is a Call Of Duty Style AAA game in the browser. Do it right bro, I believe in you!This is your resume at Activision, do the maximum you can. More graphics, more engagement effects, more impact. You have only one shot at this. It should be a modern setting, modern combat, dirty trenches, drones, fog, drizzling rain. The style of the game is Bodycam, as close to realism as possible.Give yourself fully to this.
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