@DoxJahz Roqer drew the sprites (glints, crack, trail, burst, fragments) and modelled the shard meshes in Blender. Then it built the emitters, beams, trails and timing script directly in Roblox.
What if we put the same level of detail, into every prompt, that we used to put into making the asset by hand in blender?
What if we spent the same amount of time curating how it should look in words, as we did making how it looks in 3D models)
This is the question that I’m asking myself, because seeing people who prompt in detail like this (his prompt is in the replies) remind me of the contrast to my own forceful One-or-Two Shotting entire games. I use custom instructions, I use subagents, I use a detailed first prompt. I often avoid curating dozens of small interactions like this. But this could be avoidance of quality itself.
It makes me ask whether another way would yield better results, even though it’s Hardworkmaxxing the prompt, and would take more time.
Worth testing. Goes against my patience. But valuable.
I think the end game right now is not black and white. I’m sure it’s some sort of hybrid between one shotting the base game and loop, then hyperfixating on promoting high fidelity models, VFX, animations, and systems that are closest tied to that loop and player experience.
Prompt:
"Make a mirror shard barrage skill for an anime battlegrounds game. It should play entirely as VFX with no character animation, anchored to the player's HumanoidRootPart. Six large angular mirror shards materialize in a half-circle behind the player's shoulders, each one flickering into place with a sharp glint and reflecting a distorted streak of light across its surface. They hover and slowly rotate to face a target point about 40 studs away, then fire one after another in a rapid staggered volley, each leaving a thin refracted light trail that splits into faint rainbow edges. Every shard that lands embeds itself in the ground and fractures outward with a spiderweb crack, and when the sixth one hits, all of them shatter at once into a burst of glittering fragments and a ring of bright refracted light. It should feel sharp, cold and elegant, with a silver and pale lilac palette, deep slate shadows inside the shards and hard white flashes on the glints, not sparkly or cartoonish. Draw custom textures in Blender and preview them in Studio before uploading anything; only upload the final set. Put it under ReplicatedStorage.VFX and tell me how to play it."
@Eric889977 Opus 5.5 high. Roqer is an open-source desktop AI agent that builds, scripts and playtests in Roblox Studio for you, with built-in Roblox skills, running on the ChatGPT or Claude subscription you already have.
Prompt:
"Make a cherry blossom cut skill for an anime battlegrounds game. It shouldn't need any character animation; the whole effect plays from the player's position and a target point about 40 studs ahead. A gust of wind kicks up at the player's position and carries a stream of cherry blossom petals along the ground to the target, where they spread out and start spiraling around it in a widening vortex about 20 studs across. The petals drift naturally at first, tumbling and fluttering, with a few streaks of wind lines curling through the swirl. The vortex tightens and speeds up until it becomes a dense, rushing storm of pink. Then everything freezes mid-air in an instant: every petal hangs perfectly still, the wind lines stop dead, and the colors drain slightly toward gray. In the silence, a single thin ripple of light passes through the frozen petals from the outside in, and each petal flips edge-on as the ripple touches it, turning into a tiny, gleaming steel-pink blade. For one beat, the whole sphere of blades glints at once. Then they all cut inward to the center simultaneously, leaving hundreds of fine straight slash lines hanging in the air that crisscross into a dense web. The web flashes white and shatters, and a soft burst of real petals blows outward and drifts down slowly, landing on the ground and fading. It should feel serene, then lethal, with soft cherry pink and pale blush petals, steel-silver blade edges, deep crimson accents at the petal bases and sharp white glints on the blades and slash lines, not cute, glittery or pastel-dreamy. Draw custom textures in Blender (the petal sprite, the wind line, the frozen gray-shift overlay, the light ripple, the petal-blade sprite, the slash line, the shatter flash, and the drifting petal fall) and preview them in Studio before uploading anything; only upload the final set. Put it under ReplicatedStorage.VFX and tell me how to play it, with the player's position and the target position as the only inputs."
Prompt used:
"Make a grimoire tempest skill for an anime battlegrounds game. The player summons a heavy spellbook that floats open in front of their chest, and its pages tear free one by one, each page glowing with a different handwritten rune as it spins out. The pages form a fast orbiting vortex around the player that widens to about 20 studs, cutting through anything nearby with thin paper-edge slashes of light. After about two seconds, the book slams shut with a sharp flash, and every page freezes mid-air, turns edge-first toward the player's facing direction, and launches forward in a tight volley that spreads into a wide cone. Each page detonates in a small burst of runes on impact, and the book crumbles into glowing ash that drifts back into the player's hand. It should feel scholarly and dangerous, with an aged parchment cream, deep crimson ink and burnished gold palette with sharp white highlights on the rune lines, not soft or fantasy-cute. Draw custom textures in Blender (the book cover, a set of page sprites with varied runes, the slash trails, the rune burst, and the ash) and preview them in Studio before uploading anything; only upload the final set. Put it under ReplicatedStorage.VFX and tell me how to play it."