Describe a game. Arcwright builds it in a real engine, and proves it works. Built by a non-coder directing Claude Opus 5.5 agents. New UPDATES every day.
Claude Opus 5.5 and I built a game engine in 2 weeks. This is what it renders now.
Fox Three. A scene from Night Shield, my jet game made in Arcwright.
The missile, the jet, the storm, the slow-mo launch: all built and rendered inside the engine. No outside 3D software.
One take, 20 seconds: vault, vault, climb, gap jump, vault, climb, vault.
Every move is planned, then fitted live to the real walls and ledges. Each hand and foot lands within 2 cm of the surface.
Built with Claude Opus 5.5. #gamedev#indiedev
@puck_psx oh nice, right click on the edge is a neat trick. old handhelds and toys feel like the perfect thing to throw at it, gonna try it on a gameboy
@clemmygames Here's ours: a haunted mansion zombie game, running in Arcwright, the engine we're building with Claude Opus 5.5. Real first-person gameplay, wave one.
@barosaros hundreds of slimes and zero drops is a big win. you can see them sliding right over the tree with avoidance off lol. for that part are you thinking a cheap push between neighbours, or a flow field toward the player?
@ceroribi that purple dusk with the rain streaks is such a mood. the jagged edge under the platforms reads like torn paper, is that a shader or drawn by hand?
Real gameplay from our haunted mansion, first-person.
Wave one: they come through the door, one gets right up close, and the mag runs dry just as it drops.
The house, the zombies and the engine itself were built with Claude Opus 5.5.
#gamedev#indiedev
@GuyStephensPro Ground recovery first. Right now a downed zombie rolls over, gets its knees under it and stands back up. Next is reacting to what it falls against: walls, railings, furniture in the mansion. And agreed, the almost-falls are our favourite part too.
We started a devlog.
First one: teaching zombies to stay on their feet. Balance, a live skeleton view, catching the fall, shot reactions and hitboxes that fit the body, all recorded in the engine.
Built with Claude Opus 5.5. Link below. #gamedev
@supahvee1234 putting the hand there yourself and committing beats tweaking numbers every time. we lost most of a night to a rifle's support-hand grip before going the same way. reusing the player data for the enemies is a smart shortcut too
four things from it: a zombie fighting to keep its balance, a headshot with the bullet paths drawn, hitboxes fitted to each body, and a fallen one getting back up
The white wire is each character's skeleton, drawn live over the body: every bone the engine moves when it's hit.
We used it overnight to check the new muscles. Does a shot body fold at the right joints? An early step.
Built with Claude Opus 5.5. #gamedev