Indie studios, hello.
Here's how I bolted fishing onto my cozy farm game with Opus 5.5 in one sitting.
The rule I follow: every new zone gets exactly one new verb. The village's verb is fishing.
Step 1 -> Claude Code drives Unity 6 through unity-mcp and Blender through blender-mcp.
Step 2 -> The village is a fresh scene. The farm HUD rides over as a single prefab.
Step 3 -> Tripo builds the set: pier, lighthouse, four boats, crab traps, a fish stall.
Step 4 -> Opus rigs the cast animation in Blender and writes the water as URP shaders.
Step 5 -> Fishing ships as one system: cast, tension bar, catch card, coins.
Step 6 -> Twelve fish species live in a sheet. Opus balances rarity and prices before a line of code.
Step 7 -> ElevenLabs for splashes, gulls and reel clicks. Cinemachine keeps the camera on the player.
Who does what:
Tripo: every new model.
Unity 6: scenes, water, lighting.
Opus 5.5: C# scripts, rigging, the fish economy.
Me: fish until it feels right.
One zone, one verb. The farm plays exactly like before, the island just got bigger.
Next zone: the mine or the forest?
来源:sorenxet · x.com