用 Opus 5.5 + UE 5.8 MCP 做挖掘机拆房游戏
开发者用 Opus 5.5 配合 UE 5.8 MCP 开发挖掘机拆房游戏,并把 AI 生成的 .md 文档变成可视化产品规格网站,靠迭代这份「视觉规格」来迭代游戏本身。


I've been working on a passion project with Opus 5.5 and the UE 5.8 MCP: tearing down a house with an excavator. What a time to be alive :-) The game itself isn't novel. What I want to share is how I adjusted my workflow during development to manage the complexity. After several rounds of random asks and tasks, it was hard to get a feel for the impact of all the decisions I'd made (or hadn't made because Opus made them for me). So I asked Opus 5.5 to turn all the .md files it had been creating into a website and treat it as the source of truth going forward. The result is visual product documentation that serves as the authoritative spec. It's kept up to date and is fleshed out, and I iterate on it to iterate on the game. This feels like a better flow for projects with lots of visuals, and a more intuitive way to get familiar with a project. Fast-forward a few steps into an ideal future and the engine, spec, and project start merging. You edit the project from within the visual spec via agents... and we've reinvented the editor ;-) The difference is how that editor arranges context. LLMs would dynamically tailor the views, content, and tooling to the task at hand, including generating tools as needed. It becomes a mix of project documentation with live editing embedded etc. The beauty of this approach is that exploring the project sparks joy in a way that reading plain .md files or browsing documents does not. Opus' ability to create compelling visuals and flows with taste is a game changer.