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学习路径Learning path · 第 2 阶段Stage 2

提示词的结构

Structuring the prompt

**这一步决定什么****What this stage decides**:同样是「做一个跳跃游戏」,给不给边界决定了 AI 写出的是脚手架还是能跑的东西。: For the same request — \"make a platformer\" — whether you give boundaries decides whether AI writes scaffolding or something that runs.

**本站的判断****Our judgement**:每次给三样:输入映射、具体数值、明确的「不要做什么」。: Give three things each time: the input mapping, actual numbers, and an explicit \"do not do X\".

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

一句话:AI 写不出能跑的游戏,多半不是因为它不会,而是因为你没说清要什么。

In one line: AI usually fails to produce a runnable game not because it cannot code, but because you did not say what you wanted.

三样必须给的

要给为什么例子
输入 → 行为映射不给会得到「按 WASD 移动」这种废话「左键跳跃,Shift 冲刺,R 重开」
具体数值不给会得到一堆 TODO「跳跃初速 -420,重力 980」
⚠ 明确的「不要做什么」不给会得到一个塞满所有系统的巨文件「这一版不要敌人、不要 UI、不要动画」

⚠ 第三条最容易漏,而且影响最大。

Three things you must give

GiveWhyExample
An input → behaviour mappingWithout it you get filler like "move with WASD""Left click jumps, Shift dashes, R restarts"
Actual numbersWithout them you get a pile of TODOs"Jump velocity -420, gravity 980"
⚠ An explicit "do not do X"Without it you get one giant file containing every system imaginable"This version: no enemies, no UI, no animation"

⚠ The third is the easiest to forget, and it has the largest effect.

⚠ 一个真实的失败模式

你说:「做一个平台跳跃游戏」

AI 会给你:玩家、敌人、关卡、UI、动画、存档、音效、暂停菜单 —— 全部都有,全部没做深。

然后你在调试器里花三天找「为什么角色会掉出屏幕」。

你得到的不是少功能,而是一堆半成品。

⚠ A real failure mode

You say: "make a platformer".

AI gives you: player, enemies, levels, UI, animation, saves, sound effects, pause menu — all present, none finished.

Then you spend three days in a debugger looking for why the character falls off the screen.

What you get is not fewer features — it is a pile of half-finished ones.

更好的写法

```

写 Godot GDScript,一个最小可玩的原型:

  • 玩家:CharacterBody2D,左右移动 + 跳跃
  • 数值:重力 980,跳跃初速 -420,coyote time 100ms
  • 地面用 StaticBody2D,碰撞层设 layer 1 / mask 1
  • ⚠ 不要:敌人、UI、动画、存档、音效 —— 这次只做移动与跳跃

```

⚠ 注意最后一行。它省下的时间比它占用的字数多得多。

A better prompt

```

Write Godot GDScript for a minimal playable prototype:

  • Player: CharacterBody2D with left/right movement and jumping
  • Numbers: gravity 980, jump velocity -420, coyote time 100 ms
  • Ground uses StaticBody2D, collision layer 1 / mask 1
  • ⚠ Do not: enemies, UI, animation, saves, sound effects — this round is movement and jumping only

```

⚠ Note the last line. It saves far more time than the words it costs.

迭代的节奏

⚠ 不要一次要全部。正确的顺序:

1. 第一次:只做移动 → 跑起来

2. 第二次:加跳跃 → 跑起来

3. 第三次:加相机跟随 → 跑起来

4. 第四次:才加视觉

⚠ 每一轮都应该是「能跑的东西」,不是「一部分代码」。

The rhythm of iteration

⚠ Do not ask for everything at once. The right order:

1. First round: movement only → it runs

2. Second: add jumping → it runs

3. Third: add camera follow → it runs

4. Fourth: only then add visuals

⚠ Each round should produce "something that runs", not "part of the code".