I've been working with claude and unity lately some more.
I started off with this in my early claude days when I still barely knew how to use it efficiently, etc, but it's improved a lot since and there's now tools such as claude unity mcp servers one can use to outsource all the manual labor. Although some manual labor is still needed as Claude is still quite bad with "seeing" things. It tries, takes a lot of screenshots and thinks it helps it place things where they should be, etc, but more often than not does it fail hard at it.
In terms of effiency and productivity however it's boosted a lot now with the mcp servers.
I've also been experimenting with claude blender mcp but as mentioned earlier, when it comes to art stuff it's really not that great at it.
Instead of working further on the main flagship game, I decided to start fresh on a new slightly different idea. I did however import a lot of our 3d assets, such as healers, creatures and environment created by over to this game. We're still quite behind on the 3d stuff, our animator living in Cuba has not made things easier there, hoping the best for that situation to be resolved as I know a lot of people are suffering there currently.
I've also imported some game logic from our main game, some stuff from some other games I've made ever since I started working with Claude, and I started this project from the ground up to work with fishnet, i.e. online multiplayer enabled.
So that's what I've been spending the last few days on, progress has been alright, but the procedural dungeon generation with assets from claude blender has been ugly and inconsistent to say the least, but that's not important right now, we can fix that later, the point is that the game is fine-tuned and works well even if the surroundings look like straight up garbage. :D
Here's a little preview of how the dungeons look like, lol.
Okay, so as I said, the focus has been gameplay.
Instead of round-based as our flagship game, this is real-time with 3 digit second precision.
Enemy creatures are out roaming in the environment in selected zones fitting to their elemental type and in the dungeon's they'll be in packs or alone.
They have aggro ranges, they may be elite or bosses in dungeons but the good news is that you may be able to use more than one creature at a time in dungeons.
Before I get more into it however, there's a lot more work to be done so I'll be focusing on that here in the next few days before inviting someone over to come test it with me once I place it on a server.
Anyway, just thought I'd post a small update with the ugliest teaser screenshot in existence.