Someone with zero coding background shipped a game in 6 weeks with Claude Opus 5.5 and Godot, and the setup is worth copying line by line.
The rule underneath all of it: one feature at a time, tested in the game, before the next one exists.
Step 1 -> Opus 5.5 in Claude Code, opened inside the Godot project itself.
Step 2 -> Build one feature, play it, adjust until it feels right, only then start the next.
Step 3 -> Reference images in the game's style from Codex/Astra.
Step 4 -> Every image prompt that works gets saved as JSON and fed into the next generation, so the style never drifts.
Step 5 -> Big 3D assets in Tripo P2, built from those references.
Step 6 -> Small props modeled in Blender, textured in Tripo with the same refs, which is the cheap route.
Step 7 -> Animation in Cascadeur.
Step 8 -> Every VFX and shader documented in Obsidian so the look holds across six weeks.
Who does what:
Opus 5.5: most of the code.
Codex/Astra: references and assets.
Tripo P2: the big 3D models.
Godot: custom tools, headless scripts, the game itself.
One JSON file of good prompts is the reason every character, monster and prop looks like it belongs in the same world.
(Built by afterthewinddev, all credit there.)
来源:sorenxet · x.com