ai21.net
语言

警察追逐街机风格游戏原型

演示视频

警察追逐街机风格游戏原型 — 1警察追逐街机风格游戏原型 — 2

提示词

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.

中文译文

PRD — 警察追逐街机游戏

工作标题:Heatwave
平台:iOS + Android
引擎:Unity
类型:俯视角 3D 街机追逐 / 生存
屏幕方向:竖屏
输入:单拇指触控操作
商业模式:待定 — 先围绕玩法设计 MVP
首要目标:在加入成长系统或变现之前,先做出一个真正好玩的可玩原型。
⸻
产品愿景
一款快节奏、混乱的手机街机游戏,玩家会不断被越来越凶猛的警察追击。
玩家无法直接攻击。
相反,玩家通过激进驾驶、绕着障碍物漂移、急转弯,以及诱使追击的警察撞上障碍物和彼此来生存。
这种幻想是:
你并不比警察更强。你只是更难被抓到。

每一局都应不断出现擦身而过、连环碰撞,以及玩家从看似不可能的局面中逃脱的瞬间。

可以这样理解:

简单的操作 + 凶猛的追击 + 物理混乱 + 不断升级的压力。

⸻

核心玩法循环

开始一局
↓
驾驶 / 漂移
↓
警察追击
↓
引诱警察
↓
闪避
↓
警察撞毁
↓
获得分数
↓
通缉等级提升
↓
更多 / 更强的警察
↓
生存
↓
最终被抓
↓
结算 / 重新开始

目标单局时长:

2–5 分钟。

重新开始应耗时不到 2 秒。

⸻

设计原则

3.1 单拇指可玩

玩家应能在几秒内理解操作。
没有油门。
没有刹车踏板。
没有虚拟方向盘。
车辆自动移动。
玩家只控制方向。

(我在第一次测试之后就不再采用这一方案,并加入了屏幕上的虚拟摇杆)

3.2 街机物理,而非模拟
车辆应当:
漂移
侧滑
弹跳
旋转
夸张地碰撞
快速恢复
趣味性优先于物理准确性。

3.3 追捕者就是武器
警察实际上就是玩家的进攻机制。
玩家应当学会:
“如果我在这里转弯,那个警察就会直接撞上那堵墙。”
3.4 混乱应当保持可读

即使屏幕上有 10 辆以上的车,玩家也必须立刻理解:
自己在哪
自己往哪移动

警察从哪个方向来

什么会杀死自己

3.5 失败应当让人觉得公平

死亡通常应源于玩家能够理解的失误,而不是不可预测的物理效果。

⸻

MVP 范围

第一个里程碑不要做成长、升级、任务或变现。

第一个版本包含:

1 辆玩家车辆

1 个竞技场

1 辆警车

1 种精英警察变体

5 个通缉等级

物理碰撞

环境障碍物
计分
玩家生命值
警察被摧毁
基础 VFX
基础音频

游戏结束界面

即时重新开始

这足以判断这款游戏是否值得继续开发。

⸻

玩家车辆

移动

玩家车辆使用基于 Rigidbody 的街机式控制器。

不要过度依赖真实的 WheelColliders。
核心变量应暴露在 Unity Inspector 中:
加速度
最高速度
转向速度
转向曲线
侧向抓地力
漂移系数
车辆质量
碰撞力
阻力
角阻力
恢复速度
这些必须非常容易调节。

⸻

操作

建议的首次实现:

拖动转向

玩家触摸屏幕下半部分的任意位置。

水平拖动控制转向。

← 拖动          左转
→ 拖动          右转
车辆自动加速。
转向应当是相对转向,而不是绝对转向。
玩家应当能够抬起手指而不会立刻失去控制。
原型的替代方案
测试:
按住屏幕左/右侧 = 向左/向右转向。
在真机上把两种方案都测试过之前,不要定下来。
⸻
漂移系统
高速转弯时,漂移应自然发生。
没有专门的漂移按钮。
低速时:
高抓地力

高速时:

降低的侧向抓地力

这会产生可控的滑行。

长时间漂移可以选择性地给予分数。

示例:

DRIFT
+120
LONG DRIFT
+340

但漂移计分的重要性次于摧毁警察。

⸻
警察 AI
警察应当感觉:
凶猛、可预测,而且有点蠢。
它们不应只是跟随玩家的当前位置。
相反,应根据玩家速度计算一个拦截目标。
概念上:
target =
playerPosition
+
playerVelocity * predictionTime
因此警察会试图截断玩家的去路。
⸻
警察智能

警察有意只具备有限的避障能力。

这一点很重要。

完美的导航会让游戏变得不那么好玩。

警察应当:

凶猛追击

尝试拦截

避开明显的静态障碍物

对其他警察考虑不足
转向过冲

互相碰撞

偶尔走危险的路线

这为玩家创造了机会。

⸻

警察被摧毁

警察可以通过以下方式被摧毁:

高速撞击障碍物

撞上另一辆警车

连环碰撞

环境危险物

玩家没有武器。

计分示例:

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

连环碰撞应当获得高额奖励。

⸻

通缉系统

通缉等级控制难度。

★☆☆☆☆
★★☆☆☆
★★★☆☆
★★★★☆
★★★★★

通缉等级主要根据生存时间和分数提升。
等级 1
2 名警察。
缓慢且宽容。

等级 2

3–4 名警察。

稍快一些。

等级 3

5–6 名警察。

更凶猛的拦截。

等级 4

7–9 名警察。

引入精英警察。
等级 5
最大混乱。
根据设备性能,10 名以上警察。

精英单位会频繁出现。

游戏最终应当变得实际上不可能完成。

这是有意为之。

⸻

精英警察

MVP 只需要一种特殊警察类型。

Interceptor

视觉上与众不同的车辆。
特征:
比普通警察更快
更低的质量
激进的预判
凌厉的转向
在碰撞中更容易被摧毁

这创造了一个玻璃大炮式的追捕者。

⸻

玩家生命值

使用一个简单的生命条。

示例:
HULL
██████░░░░
轻微撞击:
少量伤害。

猛烈撞击:

大量伤害。

极高速撞击:
可能瞬间摧毁。
仅靠与警察接触不应立刻杀死玩家。
这样才能容许混乱的逃窜。
⸻
竞技场
第一个竞技场应当紧凑。
大致相当于:

ROCK

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

障碍物之间需要足够的空间,以便高速移动。

初期避免程序化生成。

手工设计一个优秀的竞技场。
⸻
环境
对于第一个视觉主题,我会选用水以外的元素,这样我们就不会过于贴近地照搬参考对象。
我的偏好:

沙漠亡命徒追逐

玩家是一名在风格化沙漠环境中逃亡的亡命徒。

环境包含:

岩石地貌

仙人掌

路障

废弃车辆

坡道

围栏

小型建筑

尘土

可破坏的道具

这也契合你已经在 Bolt Pit 中探索的厚重视觉语言。

⸻

摄像机

俯视角透视摄像机。

并非完全垂直。

大约为:

向下 55–70° 角。

摄像机平滑跟随玩家。

摄像机应略微看向玩家行进方向的前方。

高速时:

摄像机略微后拉。

低速时:

摄像机靠近。

⸻
镜头爽感
小幅的镜头效果会带来很大差别。
轻微碰撞
轻微震动。

猛烈碰撞

短暂而强烈的震动。

警察被摧毁

震动 + 极短的定格。

示例:

50–100 ms 的命中停顿。
大型连环相撞

轻微的变焦脉冲 + 震动 + 粒子。

不要过度使用持续震动。

⸻

视觉风格

厚重风格化的 3D。

特征:

简化的几何体

夸张的比例

明亮且易于辨识的车辆

柔和的光照

极少的贴图

强烈的剪影

夸张的粒子
避免真实的车辆比例。
车辆应当感觉几乎像玩具。
⸻
VFX
MVP 最低限度的效果:
玩家
尘土拖尾
轮胎/刹车痕
漂移烟雾

撞击火花

警察

警灯

受损时的烟雾

毁灭爆炸

碎片

环境

尘土

可破坏物体

撞击粒子

⸻
碰撞反馈
每一次明显的碰撞都应结合:
物理 + 粒子 + 音频 + 镜头响应。
重大警察摧毁:
撞击
→ 物理冲量
→ 车辆碎片/残骸
→ 火花
→ 烟雾
→ 镜头震动
→ 命中停顿
→ 声音
→ 分数弹出
这种交互是游戏主要的满足感来源之一。
⸻
计分系统

分数来自:

动作示例
生存+10/秒
摧毁警察+250
漂移可变
擦身而过+100
双重碰撞+600
三重碰撞+1,000
大型连环相撞+2,000

具体数值应保持可配置。

⸻

擦身而过

对 MVP 而言是可选的,但可能很有价值。

检测警车以很高的相对速度从玩家身边极近距离驶过的时刻。

显示:

CLOSE CALL! +100

这会奖励冒险驾驶。

⸻

UI

游戏过程中保持 UI 极度精简。

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

初期不做小地图。

屏幕外的警察可以使用细微的边缘指示器。

⸻

游戏结束

当车体耐久归零时:

短暂的慢动作。

玩家撞毁。

然后:

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

点击任意位置即可重新开始。

避免局与局之间出现不必要的菜单。

⸻

音频

音景应当传达出速度感和碰撞感。

必需:

引擎

轮胎尖啸

警笛
撞击
金属碎裂
碎片
毁灭
UI 计分音效
通缉等级提升

随着通缉等级提升,警笛应变得越来越混乱。

⸻

技术架构

建议的 Unity 结构:

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

避免构建复杂的框架。

⸻
对象池
警察、粒子和碎片应使用对象池。
避免频繁:

Instantiate()
Destroy()

在游戏过程中。
应从一开始就考虑移动端性能。
⸻
性能目标

目标:

60 FPS
在中端现代 iPhone/Android 设备上。
初始限制:

~12 辆活动车辆

~100 个简单碎片/粒子

简单的阴影

有限的实时光源

应尽早进行真机性能测试。

⸻
开发里程碑
里程碑 1 — 灰盒驾驶
构建:
空竞技场
立方体玩家
触控转向
加速
漂移

摄像机

成功标准:

在空竞技场里驾驶感觉令人满意。

在做到这一点之前不要继续。

⸻
里程碑 2 — 追逐
添加:
一辆警车
追击 AI
拦截
碰撞
成功标准:

躲开一辆警车很有趣。

⸻

里程碑 3 — 涌现式混乱

添加:

多名警察

警察与警察之间的碰撞

障碍物

毁灭

计分

成功标准:

玩家能够有意制造:

警察 → 警察
和
警察 → 环境
的碰撞。
这是关键的里程碑。
⸻
里程碑 4 — 升级

添加:

通缉等级

生成

难度缩放

Interceptor

现在一局有了弧线:

平静
↓
压力
↓
混乱
↓
恐慌
↓
死亡

⸻

里程碑 5 — 爽感
添加:
粒子
镜头震动
命中停顿
刹车痕

尘土

警笛

碰撞音效

分数弹出

⸻

里程碑 6 — 移动端构建

为真机构建。
测试:
操作
性能
可读性
电池/发热表现
不同的屏幕比例
⸻
里程碑 7 — 决定是否继续

此时,暂时停止开发。

不要立刻做一个车库和 37 辆可解锁车辆。

把构建版本放到人们面前。

重要的问题是:

人们能立刻理解它吗?
他们死后会重新开始吗?
他们会故意尝试让警察撞车吗?
“再来一局”会自然发生吗?
如果不会,就改进核心循环,而不是添加内容。
⸻
阶段 2 — 只在验证之后
如果原型可行,再扩展到:
车辆
↓
金币
↓
解锁
↓
挑战
↓
新竞技场
↓
特殊警察
↓
升级
↓
每日挑战
↓
排行榜
潜在环境:
沙漠
城市
码头
雪地
工业场地
机场
建筑工地
军事基地
然后还有空间容纳荒诞的警察单位:SUV、装甲车、空投路障的直升机等。

我已经打开了一个 @[Unity CLI installation] 项目,我们可以在其中工作。游戏的美术风格应当有趣且卡通化,动作也应当夸张到极致。
我还把 Topdown engine 导入到了项目中,我们也可以使用它:
https://topdown-engine.moremountains.com/

我希望游戏针对移动端进行优化,但在测试时应当能在桌面端运行。

溯源

原作者
froessell
发布日期
2026-09-26(由推文 ID 反解)
原始出处
查看原帖 ↗
收录来源
yihui-dev/awesome-opus5-5-videos · froessell-562325 · MIT
zhuyansen/awesome-opus-5.5-video · 2103789415323562325 · 未声明许可
本条由 2 个来源合并去重得来