ai21.net
語言

警察追逐街機風格遊戲原型

示範影片

警察追逐街機風格遊戲原型 — 1警察追逐街機風格遊戲原型 — 2

提示詞

PRD — Police Chase Arcade Game

Working title: Heatwave
Platform: iOS + Android
Engine: Unity
Genre: Top-down 3D arcade chase / survival
Orientation: Portrait
Input: One-thumb touch controls
Business model: TBD — design MVP around gameplay first
Primary goal: Build a genuinely fun playable prototype before adding progression or monetization.
⸻
Product vision
A fast, chaotic mobile arcade game where the player is constantly being pursued by increasingly aggressive police.
The player cannot directly attack.
Instead, they survive by driving aggressively, drifting around obstacles, making sudden turns and tricking pursuing police into crashing into obstacles and each other.
The fantasy is:
You’re not stronger than the police. You’re harder to catch.

Runs should produce constant near-misses, chain collisions and moments where the player escapes a seemingly impossible situation.

Think:

easy controls + aggressive pursuit + physics chaos + escalating pressure.

⸻

Core gameplay loop

START RUN
↓
DRIVE / DRIFT
↓
POLICE PURSUE
↓
BAIT POLICE
↓
DODGE
↓
POLICE CRASH
↓
GAIN SCORE
↓
WANTED LEVEL INCREASES
↓
MORE / HARDER POLICE
↓
SURVIVE
↓
EVENTUALLY GET CAUGHT
↓
SCORE / RESTART

Target run duration:

2–5 minutes.

Restart should take less than 2 seconds.

⸻

Design principles

3.1 One-thumb playable

The player should be able to understand the controls within seconds.
No accelerator.
No brake pedal.
No virtual steering wheel.
The vehicle moves automatically.
The player controls only direction.

(I moved away from this after testing it the first time and added the onscreen joystick)

3.2 Arcade physics, not simulation
Vehicles should:
drift
slide
bounce
spin
collide dramatically
recover quickly
Fun takes priority over physical accuracy.

3.3 Pursuers are weapons
Police are effectively the player’s offensive mechanic.
The player should learn:
“If I turn here, that cop is going straight into that wall.”
3.4 Chaos should remain readable

Even with 10+ vehicles on screen, the player must immediately understand:
where they are
where they’re moving

where police are coming from

what can kill them

3.5 Failure should feel fair

Death should generally result from a mistake the player understands rather than unpredictable physics.

⸻

MVP scope

Do not build progression, upgrades, missions or monetization for the first milestone.

The first version contains:

1 player vehicle

1 arena

1 police vehicle

1 elite police variant

5 wanted levels

physics collisions

environmental obstacles
scoring
player health
police destruction
basic VFX
basic audio

game-over screen

instant restart

That’s enough to determine whether the game deserves further development.

⸻

Player vehicle

Movement

Player vehicle uses a Rigidbody-based arcade controller.

Do not rely heavily on realistic WheelColliders.
Core variables should be exposed in the Unity Inspector:
Acceleration
Maximum Speed
Turn Speed
Turn Curve
Lateral Grip
Drift Factor
Vehicle Mass
Collision Force
Drag
Angular Drag
Recovery Speed
These need to be extremely easy to tune.

⸻

Controls

Recommended first implementation:

Drag steering

Player touches anywhere on the lower portion of the screen.

Dragging horizontally controls steering.

← drag          turn left
→ drag          turn right
Vehicle accelerates automatically.
Steering should be relative rather than absolute.
The player should be able to lift their finger without immediately losing control.
Alternative to prototype
Test:
Hold left/right side of screen = steer left/right.
Don’t commit until both have been tested on a physical phone.
⸻
Drift system
Drifting should happen naturally when turning at speed.
No dedicated drift button.
At low speed:
high traction

At high speed:

reduced lateral traction

This produces controlled sliding.

Long drifts can optionally award score.

Example:

DRIFT
+120
LONG DRIFT
+340

But drift scoring is secondary to police destruction.

⸻
Police AI
Police should feel:
aggressive, predictable and slightly stupid.
They should not simply follow the player’s current position.
Instead, calculate an interception target based on player velocity.
Conceptually:
target =
playerPosition
+
playerVelocity * predictionTime
Police therefore try to cut the player off.
⸻
Police intelligence

Police intentionally have limited obstacle avoidance.

This is important.

Perfect navigation would make the game less fun.

Police should:

pursue aggressively

attempt interception

avoid obvious static obstacles

poorly account for other police
overshoot turns

collide with each other

occasionally take dangerous routes

This creates opportunities for the player.

⸻

Police destruction

Police can be destroyed by:

high-speed obstacle collisions

hitting another police vehicle

chain collisions

environmental hazards

The player does not have weapons.

Example scoring:

COP SMASHED
+250
DOUBLE SMASH
+600
TRIPLE SMASH
+1,000
PILEUP!
+2,000

Chain collisions should be heavily rewarded.

⸻

Wanted system

Wanted level controls difficulty.

★☆☆☆☆
★★☆☆☆
★★★☆☆
★★★★☆
★★★★★

Wanted level increases based primarily on survival time and score.
Level 1
2 police.
Slow and forgiving.

Level 2

3–4 police.

Slightly faster.

Level 3

5–6 police.

More aggressive interception.

Level 4

7–9 police.

Elite police introduced.
Level 5
Maximum chaos.
10+ police depending on device performance.

Elite units appear frequently.

The game should eventually become effectively impossible.

That’s intentional.

⸻

Elite police

The MVP only needs one special police type.

Interceptor

Visually distinct vehicle.
Characteristics:
faster than standard police
lower mass
aggressive prediction
sharp steering
easier to destroy in collisions

This creates a glass-cannon pursuer.

⸻

Player health

Use a simple health bar.

Example:
HULL
██████░░░░
Minor impacts:
small damage.

Heavy impacts:

large damage.

Extremely high-speed impacts:
potential instant destruction.
Police contact alone shouldn’t immediately kill the player.
This allows chaotic scrambles.
⸻
Arena
First arena should be compact.
Something roughly equivalent to:

ROCK

┌─────────────┐
│             │
│   ROCK      │
│             │
│       ███   │
│             │
│ ROCK        │
│         ROCK│
└─────────────┘

Obstacles need enough space between them for high-speed movement.

Avoid procedural generation initially.

Hand-design one good arena.
⸻
Environment
For the first visual theme, I’d use something other than water so we’re not cloning the reference too closely.
My preference:

Desert outlaw chase

Player is an outlaw escaping through a stylized desert environment.

Environment contains:

rock formations

cacti

barriers

abandoned vehicles

ramps

fences

small buildings

dust

destructible props

It also fits the chunky visual language you’re already exploring with Bolt Pit.

⸻

Camera

Top-down perspective camera.

Not completely vertical.

Something approximately:

55–70° downward angle.

Camera follows player with smoothing.

Camera should look slightly ahead in the player’s travel direction.

At high speed:

camera pulls back slightly.

At low speed:

camera moves closer.

⸻
Camera juice
Small camera effects make a large difference.
Light collision
Tiny shake.

Heavy collision

Strong short shake.

Police destruction

Shake + tiny freeze frame.

Example:

50–100 ms hit stop.
Large pileup

Slight zoom impulse + shake + particles.

Don’t overdo continuous shaking.

⸻

Visual style

Chunky stylized 3D.

Characteristics:

simplified geometry

exaggerated proportions

bright readable vehicles

soft lighting

minimal textures

strong silhouettes

exaggerated particles
Avoid realistic vehicle proportions.
Cars should feel almost toy-like.
⸻
VFX
Minimum MVP effects:
Player
dust trail
tire/skid marks
drift smoke

impact sparks

Police

siren lights

smoke when damaged

destruction explosion

debris

Environment

dust

destructible objects

impact particles

⸻
Collision feedback
Every significant collision should combine:
physics + particles + audio + camera response.
Major police destruction:
IMPACT
→ physics impulse
→ vehicle fragments/debris
→ sparks
→ smoke
→ camera shake
→ hit stop
→ sound
→ score popup
This interaction is one of the game’s main sources of satisfaction.
⸻
Score system

Score comes from:

ActionExample
Surviving+10/sec
Police destroyed+250
Driftvariable
Near miss+100
Double collision+600
Triple collision+1,000
Large pileup+2,000

Exact values should remain configurable.

⸻

Near misses

Optional for MVP but potentially valuable.

Detect when a police vehicle passes extremely close to the player at high relative velocity.

Display:

CLOSE CALL! +100

This rewards risky driving.

⸻

UI

During gameplay keep UI extremely minimal.

SCORE                          COINS
13,590                          14
★★★☆☆
WANTED
GAME
HULL
████████░░

No minimap initially.

Off-screen police can use subtle edge indicators.

⸻

Game over

When hull reaches zero:

brief slow motion.

Player crashes.

Then:

BUSTED
SCORE
24,850
BEST
31,220
[ AGAIN ]

Tapping anywhere could restart.

Avoid unnecessary menus between runs.

⸻

Audio

The soundscape should sell speed and collisions.

Required:

engine

tire squeal

police sirens
impact
metal crunch
debris
destruction
UI score sounds
wanted level increase

Sirens should become increasingly chaotic as wanted level increases.

⸻

Technical architecture

Suggested Unity structure:

GameManager
Player
├── PlayerController
├── VehiclePhysics
├── PlayerHealth
└── PlayerEffects
Police
├── PoliceController
├── PoliceAI
├── VehiclePhysics
├── PoliceHealth
└── PoliceEffects
Systems
├── SpawnManager
├── WantedManager
├── ScoreManager
├── AudioManager
├── CameraManager
└── PoolManager
UI
├── HUD
├── WantedUI
├── ScoreUI
├── HealthUI
└── GameOverUI

Avoid building an elaborate framework.

⸻
Object pooling
Police, particles and debris should use object pooling.
Avoid frequent:

Instantiate()
Destroy()

during gameplay.
Mobile performance should be considered from the beginning.
⸻
Performance target

Target:

60 FPS
on a mid-range modern iPhone/Android device.
Initial limits:

~12 active vehicles

~100 simple debris/particles

simple shadows

limited real-time lights

Performance should be tested on device early.

⸻
Development milestones
Milestone 1 — Greybox driving
Build:
empty arena
cube player
touch steering
acceleration
drifting

camera

Success criterion:

Driving around an empty arena feels satisfying.

Do not continue until it does.

⸻
Milestone 2 — The chase
Add:
one police vehicle
pursuit AI
interception
collisions
Success criterion:

Dodging one police car is entertaining.

⸻

Milestone 3 — Emergent chaos

Add:

multiple police

police-police collisions

obstacles

destruction

scoring

Success criterion:

Player can intentionally cause:

police → police
and
police → environment
collisions.
This is the critical milestone.
⸻
Milestone 4 — Escalation

Add:

wanted levels

spawning

difficulty scaling

interceptor

Now a run has an arc:

calm
↓
pressure
↓
chaos
↓
panic
↓
death

⸻

Milestone 5 — Juice
Add:
particles
camera shake
hit stop
skid marks

dust

sirens

collision sounds

score popups

⸻

Milestone 6 — Mobile build

Build for real devices.
Test:
controls
performance
readability
battery/thermal behaviour
different screen ratios
⸻
Milestone 7 — Decide whether to continue

At this point, stop development temporarily.

Don’t immediately build a garage and 37 unlockable cars.

Put the build in front of people.

The important questions are:

Do people immediately understand it?
Do they restart after dying?
Do they intentionally try to make cops crash?
Does “one more run” happen naturally?
If not, work on the core loop rather than adding content.
⸻
Phase 2 — only after validation
If the prototype works, then expand into:
Cars
↓
Coins
↓
Unlocks
↓
Challenges
↓
New arenas
↓
Special police
↓
Upgrades
↓
Daily challenges
↓
Leaderboards
Potential environments:
desert
city
docks
snow
industrial yard
airport
construction site
military base
And then there’s room for ridiculous police units: SUVs, armored vans, helicopters dropping roadblocks, etc.

I have opened a @[Unity CLI installation] project which we can work in. The art style of the game should be fun and cartoony and the action also over the top.
I have imported the Topdown engine into the project as well that we can use:
https://topdown-engine.moremountains.com/

I want the game to be optimized for mobile, but should work on desktop while testing.

中文翻譯

PRD — 警察追逐街機遊戲

工作標題:Heatwave
平臺:iOS + Android
引擎:Unity
類型:俯視角 3D 街機追逐 / 生存
屏幕方向:豎屏
輸入:單拇指觸控操作
商業模式:待定 — 先圍繞玩法設計 MVP
首要目標:在加入成長系統或變現之前,先做出一個真正好玩的可玩原型。
⸻
產品願景
一款快節奏、混亂的手機街機遊戲,玩家會不斷被越來越兇猛的警察追擊。
玩家無法直接攻擊。
相反,玩家通過激進駕駛、繞着障礙物漂移、急轉彎,以及誘使追擊的警察撞上障礙物和彼此來生存。
這種幻想是:
你並不比警察更強。你只是更難被抓到。

每一局都應不斷出現擦身而過、連環碰撞,以及玩家從看似不可能的局面中逃脫的瞬間。

可以這樣理解:

簡單的操作 + 兇猛的追擊 + 物理混亂 + 不斷升級的壓力。

⸻

核心玩法循環

開始一局
↓
駕駛 / 漂移
↓
警察追擊
↓
引誘警察
↓
閃避
↓
警察撞毀
↓
獲得分數
↓
通緝等級提升
↓
更多 / 更強的警察
↓
生存
↓
最終被抓
↓
結算 / 重新開始

目標單局時長:

2–5 分鐘。

重新開始應耗時不到 2 秒。

⸻

設計原則

3.1 單拇指可玩

玩家應能在幾秒內理解操作。
沒有油門。
沒有剎車踏板。
沒有虛擬方向盤。
車輛自動移動。
玩家只控制方向。

(我在第一次測試之後就不再採用這一方案,並加入了屏幕上的虛擬搖桿)

3.2 街機物理,而非模擬
車輛應當:
漂移
側滑
彈跳
旋轉
誇張地碰撞
快速恢復
趣味性優先於物理準確性。

3.3 追捕者就是武器
警察實際上就是玩家的進攻機制。
玩家應當學會:
“如果我在這裏轉彎,那個警察就會直接撞上那堵牆。”
3.4 混亂應當保持可讀

即使屏幕上有 10 輛以上的車,玩家也必須立刻理解:
自己在哪
自己往哪移動

警察從哪個方向來

什麼會殺死自己

3.5 失敗應當讓人覺得公平

死亡通常應源於玩家能夠理解的失誤,而不是不可預測的物理效果。

⸻

MVP 範圍

第一個裏程碑不要做成長、升級、任務或變現。

第一個版本包含:

1 輛玩家車輛

1 個競技場

1 輛警車

1 種精英警察變體

5 個通緝等級

物理碰撞

環境障礙物
計分
玩家生命值
警察被摧毀
基礎 VFX
基礎音頻

遊戲結束界面

即時重新開始

這足以判斷這款遊戲是否值得繼續開發。

⸻

玩家車輛

移動

玩家車輛使用基於 Rigidbody 的街機式控制器。

不要過度依賴真實的 WheelColliders。
核心變量應暴露在 Unity Inspector 中:
加速度
最高速度
轉向速度
轉向曲線
側向抓地力
漂移係數
車輛質量
碰撞力
阻力
角阻力
恢復速度
這些必須非常容易調節。

⸻

操作

建議的首次實現:

拖動轉向

玩家觸摸屏幕下半部分的任意位置。

水平拖動控制轉向。

← 拖動          左轉
→ 拖動          右轉
車輛自動加速。
轉向應當是相對轉向,而不是絕對轉向。
玩家應當能夠抬起手指而不會立刻失去控制。
原型的替代方案
測試:
按住屏幕左/右側 = 向左/向右轉向。
在真機上把兩種方案都測試過之前,不要定下來。
⸻
漂移系統
高速轉彎時,漂移應自然發生。
沒有專門的漂移按鈕。
低速時:
高抓地力

高速時:

降低的側向抓地力

這會產生可控的滑行。

長時間漂移可以選擇性地給予分數。

示例:

DRIFT
+120
LONG DRIFT
+340

但漂移計分的重要性次於摧毀警察。

⸻
警察 AI
警察應當感覺:
兇猛、可預測,而且有點蠢。
它們不應只是跟隨玩家的當前位置。
相反,應根據玩家速度計算一個攔截目標。
概念上:
target =
playerPosition
+
playerVelocity * predictionTime
因此警察會試圖截斷玩家的去路。
⸻
警察智能

警察有意只具備有限的避障能力。

這一點很重要。

完美的導航會讓遊戲變得不那麼好玩。

警察應當:

兇猛追擊

嘗試攔截

避開明顯的靜態障礙物

對其他警察考慮不足
轉向過沖

互相碰撞

偶爾走危險的路線

這爲玩家創造了機會。

⸻

警察被摧毀

警察可以通過以下方式被摧毀:

高速撞擊障礙物

撞上另一輛警車

連環碰撞

環境危險物

玩家沒有武器。

計分示例:

COP SMASHED
+250
DOUBLE SMASH
+600
TRIPLE SMASH
+1,000
PILEUP!
+2,000

連環碰撞應當獲得高額獎勵。

⸻

通緝系統

通緝等級控制難度。

★☆☆☆☆
★★☆☆☆
★★★☆☆
★★★★☆
★★★★★

通緝等級主要根據生存時間和分數提升。
等級 1
2 名警察。
緩慢且寬容。

等級 2

3–4 名警察。

稍快一些。

等級 3

5–6 名警察。

更兇猛的攔截。

等級 4

7–9 名警察。

引入精英警察。
等級 5
最大混亂。
根據設備性能,10 名以上警察。

精英單位會頻繁出現。

遊戲最終應當變得實際上不可能完成。

這是有意爲之。

⸻

精英警察

MVP 只需要一種特殊警察類型。

Interceptor

視覺上與衆不同的車輛。
特徵:
比普通警察更快
更低的質量
激進的預判
凌厲的轉向
在碰撞中更容易被摧毀

這創造了一個玻璃大炮式的追捕者。

⸻

玩家生命值

使用一個簡單的生命條。

示例:
HULL
██████░░░░
輕微撞擊:
少量傷害。

猛烈撞擊:

大量傷害。

極高速撞擊:
可能瞬間摧毀。
僅靠與警察接觸不應立刻殺死玩家。
這樣才能容許混亂的逃竄。
⸻
競技場
第一個競技場應當緊湊。
大致相當於:

ROCK

┌─────────────┐
│             │
│   ROCK      │
│             │
│       ███   │
│             │
│ ROCK        │
│         ROCK│
└─────────────┘

障礙物之間需要足夠的空間,以便高速移動。

初期避免程序化生成。

手工設計一個優秀的競技場。
⸻
環境
對於第一個視覺主題,我會選用水以外的元素,這樣我們就不會過於貼近地照搬參考對象。
我的偏好:

沙漠亡命徒追逐

玩家是一名在風格化沙漠環境中逃亡的亡命徒。

環境包含:

巖石地貌

仙人掌

路障

廢棄車輛

坡道

圍欄

小型建築

塵土

可破壞的道具

這也契合你已經在 Bolt Pit 中探索的厚重視覺語言。

⸻

攝像機

俯視角透視攝像機。

並非完全垂直。

大約爲:

向下 55–70° 角。

攝像機平滑跟隨玩家。

攝像機應略微看向玩家行進方向的前方。

高速時:

攝像機略微後拉。

低速時:

攝像機靠近。

⸻
鏡頭爽感
小幅的鏡頭效果會帶來很大差別。
輕微碰撞
輕微震動。

猛烈碰撞

短暫而強烈的震動。

警察被摧毀

震動 + 極短的定格。

示例:

50–100 ms 的命中停頓。
大型連環相撞

輕微的變焦脈衝 + 震動 + 粒子。

不要過度使用持續震動。

⸻

視覺風格

厚重風格化的 3D。

特徵:

簡化的幾何體

誇張的比例

明亮且易於辨識的車輛

柔和的光照

極少的貼圖

強烈的剪影

誇張的粒子
避免真實的車輛比例。
車輛應當感覺幾乎像玩具。
⸻
VFX
MVP 最低限度的效果:
玩家
塵土拖尾
輪胎/剎車痕
漂移煙霧

撞擊火花

警察

警燈

受損時的煙霧

毀滅爆炸

碎片

環境

塵土

可破壞物體

撞擊粒子

⸻
碰撞反饋
每一次明顯的碰撞都應結合:
物理 + 粒子 + 音頻 + 鏡頭響應。
重大警察摧毀:
撞擊
→ 物理衝量
→ 車輛碎片/殘骸
→ 火花
→ 煙霧
→ 鏡頭震動
→ 命中停頓
→ 聲音
→ 分數彈出
這種交互是遊戲主要的滿足感來源之一。
⸻
計分系統

分數來自:

動作示例
生存+10/秒
摧毀警察+250
漂移可變
擦身而過+100
雙重碰撞+600
三重碰撞+1,000
大型連環相撞+2,000

具體數值應保持可配置。

⸻

擦身而過

對 MVP 而言是可選的,但可能很有價值。

檢測警車以很高的相對速度從玩家身邊極近距離駛過的時刻。

顯示:

CLOSE CALL! +100

這會獎勵冒險駕駛。

⸻

UI

遊戲過程中保持 UI 極度精簡。

SCORE                          COINS
13,590                          14
★★★☆☆
WANTED
GAME
HULL
████████░░

初期不做小地圖。

屏幕外的警察可以使用細微的邊緣指示器。

⸻

遊戲結束

當車體耐久歸零時:

短暫的慢動作。

玩家撞毀。

然後:

BUSTED
SCORE
24,850
BEST
31,220
[ AGAIN ]

點擊任意位置即可重新開始。

避免局與局之間出現不必要的菜單。

⸻

音頻

音景應當傳達出速度感和碰撞感。

必需:

引擎

輪胎尖嘯

警笛
撞擊
金屬碎裂
碎片
毀滅
UI 計分音效
通緝等級提升

隨着通緝等級提升,警笛應變得越來越混亂。

⸻

技術架構

建議的 Unity 結構:

GameManager
Player
├── PlayerController
├── VehiclePhysics
├── PlayerHealth
└── PlayerEffects
Police
├── PoliceController
├── PoliceAI
├── VehiclePhysics
├── PoliceHealth
└── PoliceEffects
Systems
├── SpawnManager
├── WantedManager
├── ScoreManager
├── AudioManager
├── CameraManager
└── PoolManager
UI
├── HUD
├── WantedUI
├── ScoreUI
├── HealthUI
└── GameOverUI

避免構建複雜的框架。

⸻
對象池
警察、粒子和碎片應使用對象池。
避免頻繁:

Instantiate()
Destroy()

在遊戲過程中。
應從一開始就考慮移動端性能。
⸻
性能目標

目標:

60 FPS
在中端現代 iPhone/Android 設備上。
初始限制:

~12 輛活動車輛

~100 個簡單碎片/粒子

簡單的陰影

有限的實時光源

應儘早進行真機性能測試。

⸻
開發裏程碑
裏程碑 1 — 灰盒駕駛
構建:
空競技場
立方體玩家
觸控轉向
加速
漂移

攝像機

成功標準:

在空競技場裏駕駛感覺令人滿意。

在做到這一點之前不要繼續。

⸻
裏程碑 2 — 追逐
添加:
一輛警車
追擊 AI
攔截
碰撞
成功標準:

躲開一輛警車很有趣。

⸻

裏程碑 3 — 湧現式混亂

添加:

多名警察

警察與警察之間的碰撞

障礙物

毀滅

計分

成功標準:

玩家能夠有意製造:

警察 → 警察
和
警察 → 環境
的碰撞。
這是關鍵的裏程碑。
⸻
裏程碑 4 — 升級

添加:

通緝等級

生成

難度縮放

Interceptor

現在一局有了弧線:

平靜
↓
壓力
↓
混亂
↓
恐慌
↓
死亡

⸻

裏程碑 5 — 爽感
添加:
粒子
鏡頭震動
命中停頓
剎車痕

塵土

警笛

碰撞音效

分數彈出

⸻

裏程碑 6 — 移動端構建

爲真機構建。
測試:
操作
性能
可讀性
電池/發熱表現
不同的屏幕比例
⸻
裏程碑 7 — 決定是否繼續

此時,暫時停止開發。

不要立刻做一個車庫和 37 輛可解鎖車輛。

把構建版本放到人們面前。

重要的問題是:

人們能立刻理解它嗎?
他們死後會重新開始嗎?
他們會故意嘗試讓警察撞車嗎?
“再來一局”會自然發生嗎?
如果不會,就改進核心循環,而不是添加內容。
⸻
階段 2 — 只在驗證之後
如果原型可行,再擴展到:
車輛
↓
金幣
↓
解鎖
↓
挑戰
↓
新競技場
↓
特殊警察
↓
升級
↓
每日挑戰
↓
排行榜
潛在環境:
沙漠
城市
碼頭
雪地
工業場地
機場
建築工地
軍事基地
然後還有空間容納荒誕的警察單位:SUV、裝甲車、空投路障的直升機等。

我已經打開了一個 @[Unity CLI installation] 項目,我們可以在其中工作。遊戲的美術風格應當有趣且卡通化,動作也應當誇張到極致。
我還把 Topdown engine 導入到了項目中,我們也可以使用它:
https://topdown-engine.moremountains.com/

我希望遊戲針對移動端進行優化,但在測試時應當能在桌面端運行。

溯源

原作者
froessell
發佈日期
2026-09-26(由推文 ID 反解)
原始出處
查看原帖 ↗
收錄來源
yihui-dev/awesome-opus5-5-videos · froessell-562325 · MIT
zhuyansen/awesome-opus-5.5-video · 2103789415323562325 · 未聲明授權
本條由 2 個來源合併去重而來