火箭联盟风格游戏及运镜片段
- 播放
- 4.2万
- 点赞
- 538
- 评论
- 67
- 收藏
- 160
创作者用一份长篇详细提示词,让Opus 5.5端到端做出一个网页版《火箭联盟》风格3D游戏,用Rapier做物理引擎,迭代了8到10次。
完整提示词5,635 字符
Build a polished browser-based 3D Rocket League-style game using Three.js. Goal: Create a fully playable local web game that runs in the browser. The first screen should be the actual game, not a landing page. Tech requirements: Use Three.js for rendering. Use a real physics engine, preferably Rapier.js, for car, ball, arena, wall, and goal physics. Use TypeScript if the project already supports it, otherwise plain modern JavaScript is fine. Use Vite for the dev server unless another stack already exists. Keep the architecture clean: separate rendering, physics, controls, game state, UI/HUD, and assets. Core gameplay: Third-person controllable rocket car. Large soccer ball with believable bouncy physics. Enclosed arena with side walls, back walls, ceiling or high invisible bounds, and two goals. Score detection when the ball crosses fully into a goal. Reset after each goal with a countdown. Match timer and score display. Boost system:Boost meter from 0-100. Hold boost key to accelerate with flame/trail effect. Boost drains while active. Boost pads around the arena refill boost. Jump system:Single jump. Optional second jump / flip if feasible. Air control with pitch, yaw, and roll. Car should feel responsive and arcade-like, not like a slow simulator. Controls: WASD or arrow keys: drive / steer. Space: jump. Shift: boost. R: reset car. C: toggle camera mode. Esc or P: pause. Camera: Smooth chase camera behind the car. Camera should follow car rotation and velocity while remaining readable. Optional ball-cam toggle that keeps the ball in view. Visual design: Recreate a Rocket League-inspired feel, including branded-style presentation if desired. Add a futuristic indoor stadium, colored goals, boost pads, arena trim, and energetic UI. Add lighting, shadows, bloom or subtle postprocessing if performance allows. Add clear team colors, goal colors, boost pad glow, trail effects, ball highlight, and simple particle effects. Use generated, procedural, or available assets as appropriate. Add a readable HUD with score, timer, boost meter, countdown, and goal celebration text. Ensure the game works on common laptop screens and resizes correctly. Physics feel: Prioritize fun over realism. The ball should be heavy but responsive. Cars should have strong acceleration, drift-friendly turning, and stable recovery. Avoid cars flipping uncontrollably from minor bumps. Tune gravity, friction, restitution, angular damping, and impulses until gameplay feels good. AI / opponent: If time permits, add a simple bot opponent:Bot chases the ball. Bot aims roughly toward the player goal. Bot can boost occasionally. Bot should be beatable, not perfect. If bot is too risky, create a solo practice mode with two goals and a working scoreboard. Implementation expectations: Build the complete working game, not just a prototype shell. Include all source files. Add brief comments only where the logic is non-obvious. Avoid overengineering. Do not create a marketing homepage. Verification: Start the dev server. Test the game in the browser. Verify:The scene renders. The car moves, turns, jumps, and boosts. The ball collides with the car and arena. Goals are detected correctly. Score and timer update. Reset after goal works. Boost pads refill boost. The camera does not clip badly or lose the car. No major console errors. Take at least one screenshot or use browser automation to confirm the canvas is nonblank. Deliverable: A local runnable browser game. Provide the dev server URL. Summarize controls and what was implemented. Quality bar: Make it feel like an arcade sports game people would actually want to play for five minutes. Spend extra effort tuning car handling, camera smoothing, ball impact, boost feel, and goal feedback. A technically complete but boring physics demo is not acceptable. A few more bits of feedback. I would like for you to test the game and work back and forth until you have a very strong match to the original Rocket League, including the car design for the Octane. It all should look nearly identical to the original. We are not going to sell or reproduce this. It's just for a visual test, so it is okay to make it look the same, as it will never be distributed. I want there to be infinite boosts by pressing B, and I want the UI to look extremely polished, like a real game. Make sure that the actual map also looks like Champions Field and is a strong match for the original and very polished. It should look very good. The lighting and the gameplay should be true to life. The physics should feel correct according to the original game. Everything should work exactly the same as it did, from the flip resets to the tackles, to the goal explosions, to the smoke behind the ball when it goes fast, to all of the little small details that generally get missed. I really want you to pay attention to the details. I really want you to work in a loop and make sure that you are really comparing it to the original game, and I want you to keep iterating until the assets in the game look legitimate and real. You have as many tokens as you want to complete this task. I'm not in a rush at all. I think I just want it to look and play as best as possible. So iterate and take your time. You have as many tokens as you want to complete this task. I'm not in a rush at all. I think I just want it to look and play as best as possible. So iterate and take your time. Use every available asset that you can find to improve the quality of your work. Leave no stone unturned. You literally can work for as long as you want and build something truly exceptional.
出处:作者在原帖下的回复。提示词保留原文语言,未做改写。
需自备参考素材:原作除了文字提示词,还用了图片、视频、音频、文档或代码库作为输入,本站未收录这些素材。只复制提示词得不到同样的结果。
作者提到的工具
Three.jsRapier.jsViteRocketSim
原帖:https://x.com/LLMJunky/status/2102847543042343072
模型归属以作者自述为准,本站未独立复现。播放量为 2026-09-28 的快照。作品版权归原作者,修改署名或下架请在 X 私信 @GoSailGlobal。