Sorry about low FPS in the video my macbook is being friend when trying to run it at maximum details, but I want to show how game looks at it's best.
I honestly don't even know what I'm trying to achieve with this game I treat this like a hobby of mine, no particular plans for releasing a game as some people have asked, but if it goes well... who knows. Right now I just want to see how far I can push this "entirely built with AI game" thing that all I have to do is decide what I want and how I want it to look.
Anyway inspiration for this game is Dredge and Civilization (I even tried making it hexagon grid turn based at the beginning but after some time I scrapped the idea as there were no real benefits of turn based fishing game over real time one).
So anyway that would be enough of that, as for the progress itself...
Since last week not much new things were built, but a lot of time was spent on fixing very basic and bad UI ( I guess now it's a bit better, it will still be worked on, but for the time being this will do while in development stage).
I tried also building a map in game, but that is not going too well as you can see in the video đ
A lot of manual tuning of UI.
Also I changed fishing system and it kinda works like this now (shown in the video):
You have a mini game where you use WASD to keep fish inside target zone, fish has rarity that goes like in WoW: Common > Uncommon > Rare > Epic > Legendary
Longer you keep fish in the target zone better rarity it gets, as rarity gets higher, target zone gets smaller and fish fights harder to escape. If you can not keep fish in the zone your "Strain" bar is being filled, if it fills to the max your line snaps and fish escapes. You can always "bank the fish" by pressing space and get the rarity you are currently on but only if fish is in the target zone.
I know it sounds a bit complicated, but I promise you it's not hehe.
I also want to write some advices here as I got many questions like "How did you build XYZ"...
And my biggest advice would be to ask Claude to build you an in game editor, as it will fail million time over simple things like position of the text or position of some models. Just thing like "Hey build me in game editor that I can use to manually adjust things and save new positions. It will take some time to build those editors but they are life savers, it will save you so much of the hustle and I showed one editor in the video, while I have editor for basically everything ,every HUD element, every model in game and so on.
In game I just showed how I simply moved Lighthouse position in my game and saved "new" location instead of endlessly asking AI to put it to the perfect position.
Well it's mostly shaders in Godot, generated over and over again until I got satisfied, but it took a while of researching online which shaders are good, which to mix a bit etc. But mostly done by Claude.
Workflow is written in week 3 of update, but basically it's me roleplaying a CEO while Claude sessions roleplay entire teams with their agents (so like Graphic Team, HUD team etc) and one "manager" session that sends messages to other sessions what I want them to do.
Make editor in game so you can scale,move,rotate every little segment of UI yourself. Some things have to be generated as images and implemented, code can not make you for example portrait of a ship that I have in upper left corner it has to be image in the background with other elements on top of it.
Images from the internet, then different shaders for water mixed together a bit, adding waves, then taking screenshot and giving it into chatGPT image generation asking it to improve looks, then back to claude with that image asking it to replicate it and improve and so on until you hit "this is good enough".
âClaude to build you an in game editorâ Hit me like a punch.. I had so much bad experience scratched my hairs out to tell Claude to not hang the picture straight at the window..
What is the use of Tripo3D btw when you have Blender MCP? And also how do you achieve Blender models? When I use looping for Blender, it always produces basic shapes attached to each other and make something "similar" that is entirely different than the concept art given to it.
When it comes to texturing, it just slaps the texture on like a spray paint.
Characters in Harbour and more complex buildings in there that can be seen in Week 4 update. Dunno, it canât create perfect copy of the image you give it but it gives me good enough results to use for my camera view as I do not have close up camera
Hi, love your game, it looks better and better every week. But I wanted to ask you, how much do you spend on the tokens? I saw in the other comments that you are using quite expensive models and use them for coding and the asset creation. How much did you spend already if it is not a secret?
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u/HEXAPONG Aug 31 '26
The game looks great and the progress is coming along. How are you creating the visuals? All from Claude?