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sorenxet· 来源· @sorenxet · X·· 7 天前AI 评分59
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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