Комментарии 6
Ага, а делать-то что в игре надо?
Возможно перед созданием игры стоило устроить мозговой штурм с ИИ по поводу концепции. Вроде неплохо получается. Достаточно назвать несколько механик и попросить совместить.
проще сразу одним промтом поставить задачу:
Act as a senior game designer & technical architect.
Goal: design an MVP of a simplified “Heroes of Might and Magic III”-style game with 3 core mechanics:
1) World map exploration (turn-based), resource pickup, neutral monsters.
2) Tactical combat on a hex/grid battlefield (turn-based initiative).
3) City building with a small tech tree.
Constraints:
- Platform/stack: Web (TypeScript + React + Canvas)
- MVP scope: 1 playable faction, 6 unit types, 5 resource types, 1 city, 1 skirmish map (32×32 tiles), no multiplayer.
- Non-goals: campaign, save/load, complex AI (only simple heuristic), animations minimal.
Output as a concise GDD with sections:
A. Core loop & turn order (world → city → combat → upkeep).
B. World map: tile types, movement cost, FoW (Y/N), pickup rules, encounter flow.
C. Combat: grid size (e.g., 10×12), initiative, move/attack rules, damage formula, retaliation, morale/luck (omit or simplify), spells (≤4 basic).
D. Units: 6 units (stats table: HP, ATK, DEF, SPD, range, abilities), growth & recruitment costs.
E. Resources: 5 types, income per day, mines/buildings producing them.
F. City building: 8 buildings max (requirements, costs, effects), weekly growth rules.
G. Economy balance: daily incomes/expenses target for a 20–30 min skirmish.
H. AI outline: simple priorities for world (pickup nearby → avoid stronger stacks) and combat (focus lowest EHP, kite for ranged).
I. Data schema: JSON examples for units, buildings, map tiles.
J. Milestones: M0 rules; M1 world map; M2 combat; M3 city; M4 glue/polish; with acceptance criteria.
K. Risks & cut features if over budget.
Limit to ~900–1100 words. Use tables where helpful.
Проще сразу содрать с гитхаба проект и переделать его с помощю ИИ. Но проще не значит лучше.
Использование нейросетей в разработке игр. Часть 3 — Герои Меча и Магии (ну почти)