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学习路径Learning path · 贯穿流程Across the stages

实战流程

The build order

这一页解决什么What this page solves:五个阶段连成一条线:每一步的产出物是下一步的输入,线断在哪,返工就发生在哪。: The five stages as one line: each step's output feeds the next, and wherever the line breaks is where you redo work.

本站的判断Our judgement:单步做错只贵一次;顺序错了,每一步都在为前一步的错误付账。: One wrong step costs you once; a wrong order makes every later step pay for the earlier mistake.

性质:本站的判断,未经实测Nature: the site's judgement, not measured

五个阶段不是五篇文章,是一条线。 每个阶段页各自讲清了「做什么」,

但阶段之间的交接没人讲 —— 而返工几乎都发生在交接处。

⚠ 本页是本站的口径(方法论),不是实测数据。

The five stages are not five articles — they are one line. Each stage page explains what to do,

but the handoff between stages is what nobody covers — and that is where rework happens.

⚠ This page is the site's own method, not measured data.

流程总览

#步骤产出物交接检查(过了才准往下走)最常见的崩法
1选引擎一个选型决定你能说出「为什么不是另一个」先定美术风格再挑引擎 —— 顺序倒置
2核心循环一个能跑的原型「能操作 / 有目标 / 有反馈」三条都是「是」跳过原型直接堆内容
3手感调参可玩的手感一次只改一个参数,且改动有记录把 AI 第一次给的数值当最终值
4资产合规一份资产台账每条资产的来源与授权都能当场指出先用起来,发布前才查授权
5导出发布一个可分享的包在别人的机器上能打开最后一刻才发现目标平台导出受限

The line at a glance

#StepOutputHandoff check (pass it before moving on)The usual way it breaks
1Pick an engineOne selection decisionYou can say why it is not the other oneSettling the art style first, then looking for an engine — the order is inverted
2The core loopA prototype that runsAll three of "operable / goal-directed / responsive" are yesSkipping the prototype and piling on content
3Game feelFeel that is playableOne parameter changed at a time, and the change is written downTreating the AI's first numbers as final
4Asset licensingAn asset ledgerEvery asset's origin and licence can be stated on the spotUsing assets first, checking licences before release
5Export and shipA package you can shareIt opens on someone else's machineDiscovering at the last minute that the target platform's export is limited

每一步的失败点

⚠ 下面这些不是单个阶段的失败,而是交接处的失败 —— 所以它们在阶段页里看不到。

Where each step breaks

⚠ These are not failures inside a single stage — they are failures at the handoff, which is why the stage pages cannot show them.

1 · 选引擎

  • ⚠ 顺序倒置:先定了美术风格或玩法体量,再回头找引擎 —— 于是引擎的导出与性能限制变成硬伤。

→ 先按 选引擎 的判据定工具,再谈风格。

  • ⚠ 把「AI 友好」当成「引擎好不好」:本站的友好度只回答「AI 写错代码的概率」,不回答引擎强弱。
  • ⚠ 没看导出:网页与移动端导出各有硬限制,见 Web 导出可行性。

1 · Picking an engine

  • ⚠ Inverted order: settling the art style or the scope first, then hunting for an engine — and its export and performance limits become hard blockers.

→ Pick the tool by the criteria in Picking an engine first, then talk about style.

  • ⚠ Reading "AI-friendly" as "a better engine": our friendliness rating only answers "how often AI gets the code wrong", not how strong the engine is.
  • ⚠ Ignoring export: web and mobile exports each have hard limits — see Web export feasibility.

2 · 核心循环

  • ⚠ 没有目标感:角色能动,但玩家不知道该干嘛 —— 这不算原型。
  • ⚠ 一次让 AI 写太多:提示词里塞进敌人、UI、存档,结果拿到一堆半成品。

→ 见 提示词的结构。

  • ⚠ 把长会话当版本控制:关键决定散在对话里,改到后面自己也不知道哪一版是对的。

2 · The core loop

  • ⚠ No sense of goal: the character moves, but the player does not know what to do — that is not a prototype.
  • ⚠ Asking AI for too much at once: stuffing enemies, UI and saves into one prompt returns a pile of half-finished features.

→ See Structuring the prompt.

  • ⚠ Using a long chat as version control: key decisions scatter across the conversation, and later you cannot tell which version was right.

3 · 手感调参

  • ⚠ 一次改三个参数:改完不知道是哪个起的作用,下次遇到同类问题还是不会调。
  • ⚠ 把 AI 给的数值当结论:AI 能给一个起点,但「好不好玩」没有测试能自动判定。
  • ⚠ 在错误的地方调:先确认是手感问题还是代码问题,见 手感问题清单。

3 · Game feel

  • ⚠ Changing three parameters at once: afterwards you cannot tell which one mattered, and the next similar problem is just as hard.
  • ⚠ Treating the AI's numbers as a conclusion: AI can give you a starting point, but no test can decide whether it feels good.
  • ⚠ Tuning in the wrong place: establish whether it is a feel problem or a code problem first — see The game-feel checklist.

4 · 资产合规

  • ⚠ 先用后查:到发布前才发现字体或音乐不能商用 —— 这是返工成本最高的一种。
  • ⚠ 没有台账:素材来源散在下载目录里,谁也说不清哪一条能用。

→ 见 AI 资产台账 与 字体的授权陷阱。

4 · Asset licensing

  • ⚠ Use first, check later: discovering before release that a font or a track cannot be used commercially — the most expensive kind of rework.
  • ⚠ No ledger: sources are scattered across download folders, and nobody can say which asset is usable.

→ See The AI asset ledger and The font licensing trap.

5 · 导出发布

  • ⚠ 在开发机上能跑就以为能发布:目标平台可能不支持你用到的特性。
  • ⚠ 首版做太大:见 先发极简版。

5 · Export and ship

  • ⚠ "It runs on my machine" taken as "it can ship": the target platform may not support what you used.
  • ⚠ A first release that is too big: see Ship the smallest version first.

三条贯穿全流程的原则

原则为什么
一次只改一个变量同时改多个就无法归因 —— 调参、修 bug、换引擎都适用
先能跑,再好看粗糙原型逼你先验证玩法,而不是被「看起来还行」误导
台账从第一天开始记合规成本随资产数量增长,事后补台账等于把资产重查一遍

Three rules that run through everything

RuleWhy
Change one variable at a timeChange several and you cannot attribute the result — true for tuning, bug fixing and swapping engines alike
Runnable first, pretty laterCrude prototypes force you to validate the gameplay instead of being seduced by "it already looks decent"
Keep the ledger from day oneLicensing cost grows with the number of assets; rebuilding the ledger later means re-checking every asset

想直接抄代码

五个引擎的最小骨架(能操作 / 有目标 / 有反馈)见 最小可玩原型代码清单。

⚠ 那些骨架未经本站实测,是起点模板,每个都附了官方入门出处。

If you just want code to copy

Minimal skeletons for the five engines (operable / goal-directed / responsive) are in The minimal prototype code list.

⚠ Those skeletons are not tested by this site — they are starting templates, each with a link to the official tutorial.