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ProductBattledrones v14

Battledrones

A multiplayer battle game project developed by Simon Willison, supporting AI players and WebSocket-based multiplayer sessions, with robot combat as its core gameplay.

Timeline (last 90 days)

Oct 24

Simon Willison's Battledrones project released version v14, codenamed 'Compass Rose'.

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Oct 24

Battledrones v14 expands the game's combatant limit from two players to four players.

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Oct 24

Simon Willison used a natural language prompt to drive Claude Opus 4.5 to implement the four-player map feature, with the prompt requiring the map to be four-way rotationally symmetric, support up to four AI players, be compatible with the non-audio WebSocket multiplayer mode, allow up to four human players to join with empty slots filled by AI.

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Oct 24

Claude Opus 4.5 modified the WebSocket multiplayer networking code in Battledrones v14 development to support four players battling simultaneously.

Unverified50%
Oct 24

The Battledrones project previously or concurrently had an audio-channel-based online multiplayer approach, and v14 emphasizes using the non-audio WebSocket mode.

Unverified50%
Oct 24

The Compass Rose map uses a cold/ice biome and has a layout with a four-way rotationally symmetric structure.

Unverified50%
Oct 24

Battledrones v14 adds purple- and green-themed robot factions alongside the original blue and red designs.

Unverified50%
Oct 24

In Battledrones v14, four-player rooms are joined via a shared link or QR code, with empty slots taken over by AI.

Unverified50%
Oct 24

Simon Willison provided a replay link for a four-player AI battle with the 'Goliath Armada' mutator enabled, which gives each side four giant Goliath mech units at the start.

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Oct 24

The prompt used to implement the four-player map simultaneously constrained four levels: map geometry, player count, network protocol compatibility, and matchmaking logic.

Unverified50%

1 more timeline events

All Facts (11)

Unverified

Battledrones v14's success case was built on the project's already clear architecture, as incremental extension on a mature codebase; for projects starting from scratch, the same prompt may not produce usable results.

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Unverified

Battledrones v14 expands the game's combatant limit from two players to four players.

50%
Unverified

Simon Willison provided a replay link for a four-player AI battle with the 'Goliath Armada' mutator enabled, which gives each side four giant Goliath mech units at the start.

50%
Unverified

The prompt used to implement the four-player map simultaneously constrained four levels: map geometry, player count, network protocol compatibility, and matchmaking logic.

50%
Unverified

Claude Opus 4.5 modified the WebSocket multiplayer networking code in Battledrones v14 development to support four players battling simultaneously.

50%
Unverified

The Battledrones project previously or concurrently had an audio-channel-based online multiplayer approach, and v14 emphasizes using the non-audio WebSocket mode.

50%
Unverified

The Compass Rose map uses a cold/ice biome and has a layout with a four-way rotationally symmetric structure.

50%
Unverified

Battledrones v14 adds purple- and green-themed robot factions alongside the original blue and red designs.

50%
Unverified

In Battledrones v14, four-player rooms are joined via a shared link or QR code, with empty slots taken over by AI.

50%
Unverified

Simon Willison used a natural language prompt to drive Claude Opus 4.5 to implement the four-player map feature, with the prompt requiring the map to be four-way rotationally symmetric, support up to four AI players, be compatible with the non-audio WebSocket multiplayer mode, allow up to four human players to join with empty slots filled by AI.

50%
Unverified

Simon Willison's Battledrones project released version v14, codenamed 'Compass Rose'.

50%

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