Added new traps to my game, everything in this video is still completely built with opus 5.5 connected to blender
now I'm reworking everything by creating some concepts with gpt 6.1 and transforming them in 3D models trough tripo H3.1
@leorivastech@X I'm building Polis in Godot with Claude, you grow a medieval town and try to keep it alive through zombie waves
https://t.co/cULcmXBuls
@MistaGreat_1 I'd add a testing section, I run Godot headless with a simple bot and log each wave so Claude has something concrete to check after changing the balance
@BioblazePayne Essentially you need a fast way to give a feedback to the model so it can easily check if itโs breaking something, this is so light that Iโm using the approach inside the cloud envs used by Claude projects
Basically I run the actual Godot game without graphics, with a scripted bot playing it using a simple build order and perk priorities. You can ask your agent to create that bot script and launch it with godot --headless --path . -s /absolute/path/to/bot.gd
Each wave gets logged to CSV: city hall health, resources, surviving soldiers, and how close zombies got before dying. That last one helps show whether pressure builds gradually or the city suddenly gets wiped
After changing balance numbers, I compare before/after runs across several maps, repeating them because even the same seed has some variation
For MCP, I'd expose a tool to launch those runs and return the logs, so the AI can inspect what went wrong, adjust the values and rerun. The bot is basic, so Iโd still keep manual playtesting