sorenxet· 来源· @sorenxet · X·· 59 分钟前精选AI 评分68
推荐理由
作者分享了基于单一机制提示词的工作流,展示了如何组合模型生成与引擎逻辑完成游戏开发。
正文 · 原文
Build a fishing RPG where the fisher hauls stone blocks and lays her own pier, with Claude Opus 5.5, Tripo, Blender and Unity 6.
The whole method is one rule: one mechanic per prompt, and it has to feel right before the next one exists.
What comes out: turquoise shallows with fish and a crab, a stone pier, bread on the hook and a girl who carries a block bigger than her backpack.
The order:
- Step 1 -> Tripo generates the models: the fisher, the rod, the stone blocks, the sled, rocks.
- Step 2 -> Claude Code connects to Blender through blender-mcp.
- Step 3 -> Opus 5.5 fixes scale, pivots and materials, then animates the walk, the sit, the cast and the carry.
- Step 4 -> Unity 6 gets the world: meadow, sand, shoreline foam, clear water.
- Step 5 -> Fishing goes in first: pick bait, cast, strike, hold to reel.
- Step 6 -> Carrying goes in second: lift a block, walk it over, drop it on the pier.
- Step 7 -> Quests come last. One line in the corner is enough: "Catch a fish".
The split:
Tripo: Every 3D model.
Opus 5.5 + Blender: Cleanup and animation.
Unity 6: The world, water and game logic.
You: Play it and decide what stays.
Keep the bugs that make you laugh.
A fisher who is accidentally too strong is a feature.
(dev: Fork Dev)
来源:sorenxet · x.com