10月 inflection 点用于氛围游戏开发
2026年10月28日 (中文(简体) ).
我之前曾写过关于2025年11月的inflection点如何编码agents的文字,我认为我们已在2026年10月达到一个新的inflection点
Claude Opus 5.5 尤其显示出在建设有说服力的游戏所需的几个领域有意义的改进:
- 三维模型制作
- 音乐制作(见Scrimshaw Jukebox)
- 游戏设计(!)
最后一个特别重要。 模特儿可以创造出一些看起来像游戏的东西已经很久了,就像我之前的实验中看到的。 挑战在于进入一个游戏
游戏设计是一个深层次的主题领域。 我不会假装很精通,创造出一个小说,令人信服的游戏游戏循环,挑战玩家的正确级别,提供令人满意的学习曲线,是一种精致的艺术。 我觉得模特儿办不到。
然后,我试图告诉Claude Opus 5.5“让LOT更有趣”......它做到了。
过去几周来,我用这个术语的经典意义
周末我参加了伯克利的富奥营,结识了几个有类似经历的人。 建立能打得好的游戏,现在令人震惊地容易。 新的挑战正在形成一些新颖的游戏概念
但我目前印象是,GPT-6 Astra尚未完全实现。 但它的乐趣感与Opus 5.5不符。 我希望OpenAI能在今年年底到达那里。
以下是四个游戏项目,这些项目使我确信这些模型现在能够在很少的引导下制作有趣的游戏。 所有这四个都用HTML和JavaScript构建,并完全运行在浏览器中。
树的感谢者
最小的游戏,我发现真正令人愉快的是树的欣赏者。 我使用普通的Claude聊天界面进行这个——它甚至不需要Claude Code.
我们开车在天线大道上看树时,我一时想着这个我的提示是:
构建一个名为"Tree exceptor"的3 js游戏 - 它显示你们两个算法生成了树,游戏力学是关于欣赏它们之间的差异。 认真思考如何确保它既有趣又美丽。
我发现让模特们使用3. Claude并没有自己的图像生成模型
这款游戏完全不需要重复或后续提示——我得到了游戏的单一镜头。 它给了我一个迷人的小移动友好点 - 分歧游戏。 你可以在这里玩。 以下是创建它的聊天记录。
这令人愉快的放松。 图片很有趣,收集你在“草堂”中完成的树能提供良好的、舒适的成绩感。
安贝威克
这是一个更雄心勃勃的项目,我再次利用定期的Claude聊天。 我开始为自上而下的幻想RPG 建造一个引擎的实验原型:
构建一个演示游戏引擎 3.js,这是一个上下(但角度上)RPG - 玩家可以带着一两个同伴穿越世界。 创建一个幻想村设置,显示玩家在外走动,然后显示如何进入玩家和相机之间的墙壁透明,这样用户就可以看到发生了什么
加上一些国家计委和家具和不同种类的建筑有一些楼上,有创意,让它看起来很棒
这是第一个版本。 效果不错!
我被启发来增加我的野心:
不要这么平坦建筑很棒但风景本身是完全平坦的
将地下室加到两座建筑物上,并配有隧道系统,与村庄下方连接
在村里一边加一座岩石山的起点里面有一个洞穴里面有睡着的巨怪
以下是这个版本。
当这产生了一个好的结果,我决定推动它一路:
现在把这个变成一个实际的游戏——将可玩区域的规模翻两番,引入趣味的游戏力学,增加一个不太陈词滥调的情节,一些曲折,一个魔法系统,让它真正好
我们又回到“让它真正好起来”这样的提示。 要求一个“不太陈词滥调”的情节似乎也可行
与Tree Conservator不同的是,这需要很多额外的游戏测试,并促使人们进入一个完成的版本。 这主要是由于游戏玩法问题——像人物那样的东西不适宜完成一次探险,因为不同的故事元素使他们搬到了另一个地点。
这是最后一场比赛。 它有一个完整的故事大约需要15分钟游戏通过。
若您想在自己的房屋、家具和景观上投放
我从头到尾都玩过,我对此感到有些尴尬,因为游戏中的一切,图形、情节、人物、音乐、对话,我的创意投入几乎只是“一个幻想的村庄
以下是我建立此游戏时的完整共享 Claude 聊天。
我还通过ChatGPT GPT-6 Pro 输入了相同的初始序列的提示。 以下是可供比较的笔录和游戏完成部分。 不过我觉得效果并不好。
无人机战斗
这是我上周写得最成功的项目。 由两支机器人军队(或截至星期六的四支机器人军队)建造部队、收割废品
这也是让我确信Opus 5.5知道“乐趣”是什么的项目。
最早的版本于7月使用Claude Fable 5. 这让我想到一个可行的2D指挥和征服游戏
我促使Opus 5.5“让LOT更好玩”,后来又“将本游戏移植到3.js”,游戏被改造。 我写作时
如今,Battle Drones拥有2-4个玩家多人游戏机(通过一个感官编码的WebSockets中继服务器),奖章,重播,七张地图,一个随机地图生成器,以及一组添加规则变体的"变体".
它也让不同的LLMs互相游戏,使用游戏推进5秒的模式,然后暂停给不同的模型时间来解释新的游戏状态,并排出下一组命令。 以下是Claude Haiku 5.5对GPT-6 Luna的回放:
Battle Drones是Opus 5.5创造3D模型能力的一个特别好的例子。 本页允许您浏览游戏中的所有模型。
I 发布 Battle Rones 上星期二的Apache 2.0许可证之下。 周三加布里埃尔·图尔平·发布·帕纳切(英语:Gabriel Turpin 发布 Panache (screenshots here)),是一款为1900s 蒸汽朋克法国Belle Époque的游戏重新构思的战时无人机的叉子,拥有新的模型和音乐以及动画内置序列。 开源在工作!(美国英语).
南瓜农场主,太阳湾
我住在加利福尼亚州半月湾,是一年一度的半月湾艺术和南瓜节的所在地,其中包括一个巨大的南瓜重量级比赛。
我决定尝试建立一个游戏,这不仅仅是对已经存在的事物的廉价模仿,所以我开始创作一个关于养殖南瓜,种植巨型南瓜
我称之为“太阳湾区”。
我仍热衷于这个项目,它是一个舒适的农作模拟器,在那里你花一年时间去照顾你的巨型南瓜,并种出10月份销售的普通的南瓜
里面每个角色都是一种(植物人)动物。 镇长为闵族。 可以作 p,臭鼬,浣熊,负鼠,海狸,狼,狐狸,猫头鹰,海獭,或港口海豹。 这些物种后来都出现了(带着他们的孩子们)来从你那里买南瓜。
这是荒谬的可爱。
您可以在此播放最新版本。 我并不相信游戏力学,其实相当复杂:你必须决定何时种植南瓜
以下是最初的集思广益会,然后,我让Opus 5.5 Ultracode 烧了几百万的代币,并且将近两天的时间建造它。
我告诉Claude“经常惊奇,有一只错乱的浣熊,一只象海豹运行着重力,港口海豹将它们的南瓜卷回大海,一只游荡的山羊,迷信生长的巨型南瓜有时会成真。
这不是我最好的游戏,也不像无人机那样有趣
四倍的侮辱
如果你被AI生成的艺术,AI生成的音乐,AI生成的写作,以及AI生成的代码所冒犯,我有一个坏消息给你:氛围编码游戏立刻将所有那些游戏结合在一起。
更广泛的游戏社区已经对游戏中AI生成的资产产生厌恶。 这在过去几年中是一个日益严重的问题,因为像Midjourney这样的工具使得开发者能够为其项目创造资产。 IGN报导Valve的Steam Next Fest中
我们现在有游戏,所有东西——代码、资产、对话,甚至游戏设计本身——都可以外包给模型。 但结果并不逊色。
建设计算机游戏曾经是软件开发所有领域最具挑战性的项目之一,融合了多种技能,需要在许多月甚至几年内集中全力。 现在,我在这里吐出一个可玩的多人 RTS 通过我的手机提示!
我期望,正如我们已经看到的那样,一些玩家会拒绝与以这种方式建造的游戏有任何关系。 其他人可能接受这一点,认为这是向更广泛的受众开放游戏开发。 我靠在那个方向上!
我当然不会在传统游戏干扰或比赛中进入我的任何感官游戏,我们可能会看到新渠道出现
如果真的有人把工作放进去怎么办?
我觉得这既令人兴奋又可耻的是我从很少的创意投入中得到了有趣的结果。 我在这里描述的项目,没有一个项目代表我工作的4小时以上(加上Claude Code的更多小时)
现在想象一下,任何认真对待这一点,投入大量创作时间,在游戏设计中运用更好的品味,然后进行游戏测试并延长比赛结果,直到他们能做得好为止的人,都可以实现什么目标。
我想看看没有这些新工具就不会存在的游戏。
你应该做个游戏!
以此方式建立游戏非常有趣。 这是最完善的氛围编码应用,因为它的利害关系如此之低:在个人氛围编码游戏项目中
(OK,你可以做一些d
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The October inflection point for vibe game development
28th October 2026
I’ve written before about how November 2025 was an inflection point for coding agents—the point where Opus 4.5 and GPT-5.1 crossed a tipping point that meant their respective coding agents became reliable daily drivers for software engineers. I think we’ve reached a new inflection point in October 2026, and this time it’s for vibe coding computer games.
Claude Opus 5.5 in particular exhibits meaningful improvements in several areas needed to build a compelling game:
- 3D modeling
- Music generation (see Scrimshaw Jukebox)
- Game design (!)
That last one is particularly important. Models have been able to create something that looks like a game for quite a while now, as seen in my previous experiments. The challenge has been getting to a game that’s actually fun to play.
Game design is a deep subject area. I won’t pretend to be well versed in it—I know enough to have respect for it as a craft. Creating a novel, compelling gameplay loop which challenges players at the right level and provides a satisfying learning curve is a fine art. I didn’t think the models could do it.
Then I tried telling Claude Opus 5.5 to “Make it a LOT more fun”... and it did.
In the past few weeks I’ve vibe coded (in the classic sense of the term—no looking at the code at all) four games that I’ve genuinely enjoyed playing.
I attended Foo Camp in Berkeley over the weekend and met several people who were having similar experiences. Building games that play well is shockingly easy now. The new challenge is coming up with concepts for games that are novel and delightful and that wouldn’t exist without AI assistance.
I haven’t done an exhaustive study, but my current impression is that GPT-6 Astra isn’t quite there yet. It can absolutely build a game, but its sense of fun doesn’t match that of Opus 5.5. I expect OpenAI will get there by the end of the year.
Here are the four game projects that have convinced me that the models are now capable of producing fun games with very little guidance. All four are built in HTML and JavaScript and run entirely in the browser.
Tree Appreciator
The smallest game I found to be genuinely delightful is Tree Appreciator. I used the regular Claude chat interface for this—it didn’t even need Claude Code.
I built this on a whim while we were driving along Skyline Boulevard looking at trees. My prompt was:
Build a three js game called "Tree appreciator" - it shows you two algorithmically generated trees and the game mechanics is about appreciating the differences between them. Think hard about how to make sure it is both fun and beautiful.
I’ve found that telling models to use three.js works really well. Claude doesn’t have its own image generation model but is capable of building full-color 3D models that look and feel excellent.
This game required no iteration or follow-up prompting at all—I got the game in a single shot. It gave me back a charming little mobile-friendly spot-the-difference game. You can play that here. Here’s the chat transcript that built it.
It’s pleasingly relaxing. The graphics are fun, and collecting trees that you have completed in a “herbarium” provides a nice, cosy sense of accomplishment.
Emberwick
This was a more ambitious project that I again built using regular Claude chat. I started out by building an experimental prototype of an engine for a top-down fantasy RPG:
Build a demo game engine three.js which is a top down (but at an angle) RPG - the player gets to move through the world with one or two companions. Create a fantasy village setting that demonstrates walking around outside and then shows how when the player enters a building the wall between the player and the camera goes transparent so the user can see what is happening
Add some NPCs and plenty of furniture and different types of building some with an upstairs - be creative, make it look great
Here’s that first version. It worked really well!
I was inspired to increase my ambitions:
Make it not so flat - the buildings are great but the landscape itself is completely flat at the moment, fix that
Add basements to two of the buildings with a tunnel system joining them below the village
Add the start of a rocky mountain on one side of the village containing a cave with a sleeping troll
Here’s that version.
When that produced a good result, I decided to push it all the way:
Now turn this into an actual game - quadruple the size of the playable area, introduce fun game mechanics, add a plot that isn't too cliche, some twists, a magic system, make it really good
We’re back to prompts like “make it really good” here! Asking for a plot that “isn’t too cliche” seemed to work too—it’s a bit cliché, but still novel enough that I enjoyed following the story.
Unlike Tree Appreciator, this took quite a bit of additional playtesting and prompting to get to a finished version. This was mainly due to gameplay problems—things like a character not being in the right place to complete a quest because a different story element had caused them to move to another location.
Here’s that final game. It has a full story that takes about 15 minutes to play through.
There’s even an experimental level editor if you want to drop in your own houses, furniture, and landscape features.
Once it was all working (and I’d iterated through some gameplay bugs), I played it through from start to finish and found myself emotionally affected by the ending! I’m somewhat embarrassed by this, because everything in this game—the graphics, the plot, the characters, the music, the dialog—came from the model. My creative input was pretty much just “it’s a fantasy village and there’s a troll asleep in a cave”.
Here’s the full shared Claude chat in which I built this game.
I also fed that same initial sequence of prompts through ChatGPT GPT-6 Pro. Here’s the transcript and the finished game for comparison. It looks great, but I don’t think it plays nearly as well.
Battle Drones
This is by far my most successful project, which I wrote about last week. It’s a Command & Conquer-style Real-Time Strategy game where two robot armies (or four as of Saturday) build units, harvest scrap, and battle over territory.
This is also the project that convinced me that Opus 5.5 knows what “fun” is.
The first versions were built back in July using Claude Fable 5. It got me to a workable 2D Command & Conquer-style game, but it wasn’t great to play.
I prompted Opus 5.5 to “Make it a LOT more fun” and then later to “Port this game to three.js” and the game was transformed. There’s a blow-by-blow account (prompts included) in my write-up.
Today, Battle Drones has 2-4 player multiplayer (via a vibe coded WebSockets relay server), medals, replays, seven maps, a random map generator, and a set of “mutators” that add variants of the rules.
It also lets different LLMs play against each other, using a mode where the game advances five seconds and then pauses to give different models time to interpret the new game state and line up their next set of commands. Here’s a replay of Claude Haiku 5.5 vs. GPT-6 Luna:
Battle Drones is a particularly good example of Opus 5.5’s ability to create 3D models. This page lets you browse all of the models in the game.
I released Battle Drones under the Apache 2.0 License last Tuesday. On Wednesday Gabriel Turpin released Panache (screenshots here), a fork of Battle Drones that reimagined the game for steampunk 1900s Belle Époque France, with new models and music and an animated intro sequence. Open source at work!
Pumpkin Farmer, aka Quarter Sun Cove
I live in Half Moon Bay, California, home of the annual Half Moon Bay Art and Pumpkin Festival, which includes a giant pumpkin weigh-off competition.
I decided to try building a game that wasn’t just a cheap imitation of something that already existed, so I set out to create a game about farming pumpkins, growing giant pumpkins, and handling the rush of the October pumpkin season.
I called it “Quarter Sun Cove”.
I’m still iterating on this project, but it’s shaping up quite nicely. It’s a cosy farming simulator where you spend the year tending to your giant pumpkin and planting out regular-sized pumpkins for sale in October, then sell pumpkins during pumpkin season and enter your giant pumpkin in the weigh-off.
Every character in it is a (vegetarian) animal. The mayor of the town is a pelican. You can be a pelican, skunk, raccoon, possum, beaver, coyote, fox, owl, sea otter, or harbor seal. Those species all later show up (accompanied by their children) to buy pumpkins from you.
It’s absurdly cute.
You can play the latest version here. I’m not convinced by the game mechanics yet—it’s actually quite complicated: you have to decide when to plant pumpkins such that they will become ripe at the weekends in October with the most visitors.
Here’s the initial brainstorming session, which resulted in this spec file. Then I had Opus 5.5 Ultracode burn millions of tokens and nearly two days building it.
I told Claude to “surprise and delight the user frequently” and the result is so many little details and easter eggs. There are mischievous raccoons, an elephant seal that runs the weigh-off, harbor seals that roll their pumpkins back into the ocean, a wandering goat, and superstitions about growing giant pumpkins that sometimes come true.
This isn’t my best game yet—it’s not as fun to play as Battle Drones—but it represents the kind of game I want more of: weird, fun, uniquely personal—something that wouldn’t have been built in the before-times.
Four times as insulting
If you are offended by AI-generated art, AI-generated music, AI-generated writing, and AI-generated code, I have bad news for you: vibe coded games combine all of those at once.
The wider games community already has an aversion to AI-generated assets in games. This has been a growing issue over the past few years as tools like Midjourney have enabled developers to generate assets for their projects. This IGN story covering complaints about slop in Valve’s Steam Next Fest is a good recent example.
We now have games where everything—code, assets, dialog, and even the game design itself—can be outsourced to the models. And the results don’t suck!
Building a computer game used to be one of the most challenging projects in all of software development, combining a diverse range of skills and requiring intense focus and effort over many months or even years. And now here I am spitting out a playable multiplayer RTS by prompting on my phone!
I expect that, as we’ve already seen with programming, this will result in a split. Some players will refuse to have anything to do with games that were built in this way. Others may embrace this as opening up game development to a much wider audience. I lean in that direction!
I certainly won’t be entering any of my vibe coded games in traditional game jams or competitions—I don’t feel like I’ve earned that right. We’ll likely see new avenues emerge for vibe game developers to compare their projects.
What happens if someone actually puts the work in?
The thing I find both exciting and shameful about this is that I have got interesting results from so little creative input. The projects I’ve described here are loosely ordered by how much effort I’ve put into them. Not a single project represents more than four hours of my work (plus many more hours of Claude Code churning away by itself).
Now imagine what could be achieved by anyone who takes this seriously, invests significant creative time, applies better taste in game design, and then playtests and iterates on the result until it’s as good as they can make it.
I want to see games that wouldn’t have existed without these new tools.
You should build a game!
Building games in this way is so much fun. It’s the perfect application for vibe coding because it’s so low stakes: how much damage can you cause with a bug in a personal vibe coded game project?
(OK, you can do some d
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