AI 翻譯關於這款遊戲
我正在用一組 AI 代理工作室打造一款體素機器人動作遊戲。
這是《EXO: Hold the Line》,一款體素機器人動作遊戲,你駕駛一架戰爭機甲對抗數百台機器的浪潮。它仍處於非常早期的 alpha 階段,有許多錯誤和未完成的工作,但我對它的進展感到自豪。影片大約 9 分鐘,展示了第一個職業「先鋒」的幾個版本。快速資訊:Three.js 和純 JavaScript,在瀏覽器中執行。沒有 3D 模型。每個機器人、道具和競技場都是用程式碼從概念圖建構出來的。我不是開發者(我希望這能鼓勵其他非開發者也開始動手做)。如何開始的:不久前我在 GitHub 上偶然發現一款開源的體素動作遊戲(MIT 授權,由 BubuAi 製作)。我想打造自己的遊戲已經有一段時間了,但以我的野心,我以為至少需要像 Unity 這樣的引擎才能開始。然後我看到這個 demo 玩起來多麼順暢,所以我用它作為基礎並從那裡開始建構。最棒的部分是,因為一切都是程式碼,用 AI 來建構極其高效。考慮到這還這麼早期,我已經取得了很大的進展。如何製作的:我像在 Hermes Agent 裡面經營一間小型工作室一樣運作它。一個協調代理(Claude Opus)規劃工作並將任務交給角色代理:工程師、動畫師、VFX、關卡設計師、遊戲設計師和概念美術。每個任務都在自己的 git worktree 中執行,一個合併佇列會執行檢查並將完成的工作合併進去。較便宜的模型(DeepSeek、Sonnet)做大部分的工作,而 GPT 負責概念美術。我最大的突破是 Hermes Agent 本身。我在幾週內慢慢將我的設定從 Claude Code 移過來,而當我知道工作流程開始奏效的那一刻,是 DeepSeek V4.1 Flash 建出了一張比 Opus 5.5 更好的地圖。在那之後,看板讓一切都變得快速。現在我只要和 Opus 聊天,他就會把我腦中傾倒出來的想法和錯誤修正變成任務,交給一支代理大軍,通常在我活躍時有 10 到 20 個同時執行,分配在 DS、sonnet 和偶爾的 Opus 之間。我拿到下一個版本,試玩它,抱怨要改進什麼,然後再來一次。那就是主要循環。困難的部分:讓工作流程達到我要的樣子。我是個視覺型的人,花了一段時間才把角色、道具,尤其是戰鬥技能和 VFX 的技能提升到讓我滿意的程度。到處還有許多微調要做,讓東西更順暢。現在我的重點是讓戰鬥系統和全部 7 個職業完全運作,每個至少 3 個測試版本。更大的想法是你可以建構自己的連招,而一個戰利品系統讓每場戰鬥都值得。如果你想追蹤,這裡有一個郵件清單:https://exo-hold-the-line.vercel.app 我會試著盡快推出一個可玩的版本來取得回饋!很樂意回答任何關於代理設定的問題。這仍然是進行中的工作。 由 /u/Kenjirio 提交至 r/aigamedev [連結] [留言]
I'm building a voxel robot action game with a studio of AI agents.
This is EXO: Hold the Line, a voxel robot action game where you pilot one war frame against waves of hundreds of machines. It's still very early alpha, with lots of bugs and unfinished work, but I'm proud of how far it's come. The video is about 9 minutes running through a few builds of the first class, Vanguard. Quick facts: Three.js and plain JavaScript, runs in the browser No 3D models. Every robot, prop and arena is built in code from concept images I'm not a dev (and I hope this encourages other non-devs to start building too) How it started Not long ago I stumbled on an open-source voxel action game on GitHub (MIT licensed, by BubuAi). I'd wanted to build a game of my own for a while, but with the ambition I had I assumed I'd need an engine like Unity just to start. Then I saw how well this demo played, so I used it as the base and built from there. The best part is that because everything is code, building it with AI is extremely efficient. I've made a lot of progress considering how early this is. How it's made I run it like a small studio inside Hermes Agent. An orchestrator agent (Claude Opus) plans the work and hands tasks to role agents: engineer, animator, VFX, level designer, game designer and concept artist. Every task runs in its own git worktree, and a merge queue runs the checks and lands the finished work. Cheaper models (DeepSeek, Sonnet) do the bulk of the work, and GPT does the concept art. My biggest unlock was Hermes Agent itself. I slowly moved my setup over from Claude Code across a few weeks, and the moment I knew the workflows were working was when DeepSeek V4.1 Flash built a better map than Opus 5.5. After that, the kanban boards made everything fast. Now I just chat with Opus, and he turns my brain dumps of ideas and bug fixes into tasks for an army of agents, usually 10 to 20 running at once while I'm active, split between DS, sonnet and occasionally Opus. I get the next build, playtest it, rant about what to improve, and go again. That's the main loop. The hard part Getting the workflows to my liking. I'm a visual guy, and it took a while to get the skills for characters, props, and especially combat skills and VFX to a place I'm happy with. There are still plenty of tweaks to make everywhere to make things smoother. Right now my focus is getting the combat system and all 7 classes fully working, each with at least 3 test builds. The bigger idea is that you build your own combos, and a loot system makes every fight worth it. If you want to follow along, there's a mailing list here: https://exo-hold-the-line.vercel.app I'll try to get a playable build up soon to get feedback! Happy to answer anything about the agent setup. It's still a work in progress. submitted by /u/Kenjirio to r/aigamedev [link] [comments]