ai21.net
語言

火箭聯盟風格遊戲及運鏡片段

示範影片

火箭聯盟風格遊戲及運鏡片段 — 1

提示詞

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.

中文翻譯

使用 Three.js 構建一個精緻的、基於瀏覽器的 3D 火箭聯盟風格遊戲。
目標:創建一個可在瀏覽器中運行的、完全可玩的本地網頁遊戲。第一個畫面應當就是真正的遊戲,而不是落地頁。
技術要求:
使用 Three.js 進行渲染。
使用真實的物理引擎,最好是 Rapier.js,來處理車、球、場地、牆和球門的物理。

如果項目已經支持 TypeScript,就使用 TypeScript,否則純現代 JavaScript 也可以。
除非已經存在其他技術棧,否則使用 Vite 作爲開發服務器。
保持架構清晰:將渲染、物理、控制、遊戲狀態、UI/HUD 和資源分開。
核心玩法:
第三人稱可控的火箭車。

一個大型足球,具有可信的彈跳物理。

封閉式競技場,帶有側牆、後牆、天花板或高處隱形邊界,以及兩個球門。
當球完全越過進入球門時進行得分判定。
每次進球後帶倒計時重置。
比賽計時器和比分顯示。
加速系統:加速槽從 0-100。
按住加速鍵以火焰/尾跡效果加速。
激活時加速槽會消耗。
場地周圍的加速墊可補充加速槽。

跳躍系統:單次跳躍。
如果可行,可選的二段跳/翻滾。
帶俯仰、偏航和翻滾的空中控制。

車的手感應靈敏且像街機,而不是慢吞吞的模擬器。
操作:
WASD 或方向鍵:行駛/轉向。
空格:跳躍。
Shift:加速。
R:重置車輛。
C:切換鏡頭模式。
Esc 或 P:暫停。
鏡頭:
車後方的平滑追尾鏡頭。

鏡頭應跟隨車的旋轉和速度,同時保持清晰可讀。

可選的球視角(ball-cam)開關,使球保持在視野中。
視覺設計:
重現受火箭聯盟啓發的感覺,如果需要,也包括品牌風格的呈現。
添加未來感的室內體育場、彩色球門、加速墊、場地飾邊和充滿活力的 UI。
如果性能允許,添加光照、陰影、泛光或細微的後處理。
添加清晰的隊伍顏色、球門顏色、加速墊輝光、尾跡效果、球體高光和簡單的粒子效果。

視需要使用生成的、程序化的或現成的資源。

添加清晰可讀的 HUD,包含比分、計時器、加速槽、倒計時和進球慶祝文字。
確保遊戲在常見筆記本屏幕上可用,並能正確調整尺寸。
物理手感:

優先考慮樂趣而非真實感。

球應當有重量感但響應靈敏。
車輛應具備強勁的加速、適合漂移的轉向和穩定的恢復。
避免車輛因輕微碰撞而失控翻車。
調整重力、摩擦、恢復係數、角阻尼和衝量,直到玩法手感良好。
AI / 對手:
如果時間允許,添加一個簡單的機器人對手:機器人追逐球。
機器人大致朝玩家球門瞄準。
機器人偶爾可以加速。
機器人應當是可以被擊敗的,而不是完美的。

如果機器人風險太大,就創建一個單人練習模式,帶兩個球門和一個可用的記分板。

實現期望:

構建完整可運行的遊戲,而不只是一個原型外殼。
包含所有源文件。
只在邏輯不明顯的地方添加簡短註釋。
避免過度設計。
不要創建營銷首頁。

驗證:

啓動開發服務器。
在瀏覽器中測試遊戲。
驗證:場景能夠渲染。
車能移動、轉向、跳躍和加速。
球會與車和場地發生碰撞。
球門能被正確檢測。
比分和計時器會更新。
進球後的重置正常工作。
加速墊會補充加速槽。
鏡頭不會嚴重穿模或丟失車輛。
沒有重大的控制臺錯誤。

至少截取一張屏幕截圖,或使用瀏覽器自動化確認畫布不是空白。
交付物:
一個可在本地運行的瀏覽器遊戲。

提供開發服務器的 URL。

總結操作方式以及實現了什麼。
質量門檻:讓它感覺像一款人們真的願意玩上五分鐘的街機體育遊戲。額外花功夫調校車輛操控、鏡頭平滑、球的撞擊、加速手感以及進球反饋。一個技術上完整但無聊的物理演示是不可接受的。

還有幾點補充反饋。我希望你測試遊戲並反覆往返打磨,直到它與原版火箭聯盟高度一致,包括 Octane 的車款設計。整體應當看起來幾乎與原版一模一樣。我們不會出售或複製它。這只是視覺測試,所以讓它看起來一樣是可以的,因爲它永遠不會被分發。

我希望按下 B 鍵能獲得無限加速,並且我希望 UI 看起來極其精緻,像一款真正的遊戲。確保實際地圖也看起來像 Champions Field,與原版高度一致並且非常精緻。它應當看起來非常好。光照和玩法應當逼真。物理應當符合原版遊戲的手感。一切都應當與原來完全一樣地運作,從翻轉重置到搶斷,到進球爆炸,到球高速運動時身後的煙霧,再到所有通常會被忽略的細小細節。我真的很希望你能關注細節。

我真的希望你能循環地工作,確保你真的拿它和原版遊戲做比較,並且我希望你持續迭代,直到遊戲中的資源看起來真實可信。完成這個任務你可以使用任意多的 token。我完全不着急。我想我只是希望它看起來和玩起來都儘可能最好。所以迭代吧,慢慢來。

完成這個任務你可以使用任意多的 token。我完全不着急。我想我只是希望它看起來和玩起來都儘可能最好。所以迭代吧,慢慢來。

使用你能找到的每一個可用資源來提升你工作的質量。不遺餘力。你確實可以想工作多久就工作多久,並做出真正非凡的東西。

溯源

原作者
LLMJunky
發佈日期
2026-09-23(由推文 ID 反解)
原始出處
查看原帖 ↗
收錄來源
zhuyansen/awesome-opus-5.5-video · 2102847543042343072 · 未聲明授權