Playmaker710 retweeted
The demo for our Zelda-inspired MMO-lite is live!
Progress will carry over to Early Access, coming this year too ⚔️
Play Scramble Knights Online on Steam now 👇
Playmaker710 retweeted
กลับมาอีกครั้ง “เดิน-วิ่ง แลกแว่น” SEASON 2 มาแล้ว!
เปลี่ยนทุกก้าวของคุณให้เป็นแว่นใหม่ เตรียมตัวให้พร้อม ทำสถิติให้ครบ แลกรับสิทธิพิเศษ ตามเงื่อนไขที่กำหนด* 💙
ตั้งแต่วันนี้ – 31 ตุลาคม 2569 ที่แว่นท็อปเจริญ หรือแว่นบิวตี้ฟูล ทุกสาขา
indie studios, hello
how i add fishing to my cozy farm game with Opus 5.5
the trick is adding one new verb per zone. this zone's verb is fishing:
step 1 -> Claude Code drives Unity 6 via unity-mcp, Blender via blender-mcp
step 2 -> village as a new scene, farm HUD carried over as one prefab
step 3 -> Tripo for the set: pier, lighthouse, 4 boats, crab traps, fish stall
step 4 -> Opus rigs the cast in Blender and builds the water with URP shaders
step 5 -> fishing as one system: cast, tension bar, catch card, coins
step 6 -> 12 fish species in a sheet, Opus balances rarity and prices before code
step 7 -> ElevenLabs for splashes, gulls, reel clicks. Cinemachine follows the player
who does what:
> tripo: every new model
> unity 6: scenes, water, lighting
> opus 5.5: c# scripts, rigging, the fish economy
> you: fish until it feels right
one new zone, one new verb. the farm plays the same, the island just got bigger
next zone: the mine or the forest?
game studios are cooked
how i build a cozy farm game solo with Opus 5.5 and Unity 6
the trick is building it like a studio, one department per prompt:
step 1 -> connect Claude Code to Unity 6 and Blender through MCP
step 2 -> write a 1-page doc: plant > water > harvest > sell, 4 seasons
step 3 -> generate every model in Tripo: farmer, barn, windmill, crops
step 4 -> Opus cleans them in Blender and builds the island in Unity
step 5 -> one system per prompt: planting, growth timers, market, coins
step 6 -> Opus playtests with an autopilot and lists bugs before fixing any
who does what:
> tripo: every model
> unity 6: the world, physics, ui
> opus 5.5: scripts, scene setup, playtests
> you: play it and say what feels off
the rule that saves it... build one system, play it, then the next
what should i build next?
Playmaker710 retweeted
Apple just opened pre-orders for the iPhone Duo!
I've already updated my game to support it. And it works great!
Time to launch? 👀
Playmaker710 retweeted
We can do stuff like this but some AAA game don't even have basic puddle animations....
Fantastic work Andras. Looking forward to test FluidNinja 2
Following three years of development, FluidNinja LIVE-2 released - free to download at the community server
#FluidNinja #UE5 #realtimeVFX #VFX #gamedev
i built a ghost-hunting game in unreal engine 5 with claude opus 5.5...
there’s a smart way to set it up:
- step 1: start a ue5 project from the third person template, connect opus 5.5 through unreal mcp
- step 2: keep the template’s movement, let opus build on top of it
- step 3: greybox 5 rooms: gallery, library, music room, attic, observatory
- step 4: vacuum beam + ghosts that get pulled in + a “captured 0/3” hud
- step 5: puzzles: hidden bookshelf door, moon lens in the attic, the lens fixes the observatory
- step 6: lumen per room (blue = haunted, gold = restored), niagara for the beam and stars
- step 7: models from tripo, cleaned up by opus in blender, imported as fbx
- step 8: opus playtests, reads the output log, lists bugs before fixing
who does what:
> unreal engine 5: the mansion, lumen, niagara, ui
> tripo + blender: the hero, the piano, the bookshelves, the telescope
> opus 5.5: blueprints and c++, level setup, effects, play tests
> you: play it and say what feels off
one system per prompt, and commit after every system that works
i built a ghost-hunting game in unity 6 with claude opus 5.5...
a haunted mansion, a vacuum pack, rooms that come back to life when you catch the ghost
no code written by hand
the trick is never asking for “a ghost game” in one prompt
who does what:
- unity 6: the mansion, lighting, physics, ui
- blender + meshy: the hero, armchairs, plates, the fountain
- elevenlabs: vacuum hum, ghost wails, doors
- opus 5.5: c# scripts, scene setup, play tests, bug reports
- you: play it and say what feels off
and the rule that saves the project... one system per prompt, and commit after every system that works
one bad batch then costs you seconds
i like to get the ghost capture feeling good in grey boxes first
there’s a smart way to set it up in article👇🏻
Playmaker710 retweeted
If you like MARIO ODYSSEY, you'll like our game!
If you like A HAT IN TIME, you'll like our game!
If you like SPYRO, you'll like our game!


























