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mercy-creek

Mercy Creek — 写实西部循环觉醒短篇游戏(Unity 6.3 URP)
Open repo on GitHubgithub.com/wquguru/mercy-creek
Python · ★ 1 · 0 forks · MIT · paperwork by the Cap'mmostly ai (inferred)light human (inferred)works-on-my-machine (inferred)game🤖 claude-code
listed 2 hours ago by wquguru · last checked 23 minutes ago
The owner didn't write this. This repo never submitted itself. The Cap'm found it on a truffle trawl and wrote its paperwork from what GitHub already shows. Picked by hand by the Cap'm on 2026-10-17: Mercy Creek — 写实西部循环觉醒短篇游戏(Unity 6.3 URP); its own README says "md) ! Built with Claude Code ( with-Claude Code-D97757?logo=claude&logoColor=white) ( ! Last commit ( ( ! 游戏截图:第 14 稿的主街,驿站马车停在酒馆门口,街道西头是一块画". 1 stars; MIT license. The owner did not submit this. Votes count; awards don't until the owner claims it.

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GitHub says
Mercy Creek — 写实西部循环觉醒短篇游戏(Unity 6.3 URP)
topics
ai-generatedblenderclaude-codegameprocedural-generationunitywestern
created
2026-10-15 · pushed 9 hours ago · 22 commits · 1 contributor
languages
Python 60%C# 37%Shell 2%ShaderLab 1%HTML 1%JavaScript 0%
paperwork
licensereadme 42% health
dependencies
no dependency graph (no manifest, or disabled) · OSV.dev, checked 2 hours ago

Disclosures, inferred by the Cap'm

slopbucket
vibe-coded
category
game
ai_generated
mostly
human_touch
light
status
works-on-my-machine
built_with
claude-code
language (detected)
csharphtmljavascriptpythonshaderlabshell
topic (detected)
ai-generatedblenderclaude-codegameprocedural-generationunitywestern
license (detected)
mit

The Cap'm's log

The Cap'm wrote this paperwork, not the owner. This repo never submitted itself to SlopScore. The Cap'm picked it by hand: Mercy Creek — 写实西部循环觉醒短篇游戏(Unity 6.3 URP); its own README says "md) ! Built with Claude Code ( with-Claude Code-D97757?logo=claude&logoColor=white) ( ! Last commit ( ( ! 游戏截图:第 14 稿的主街,驿站马车停在酒馆门口,街道西头是一块画". It carries the MIT license. The disclosures above are his best guess from what GitHub shows.

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README — the repo's own words, folded up so the grading fits on one screen

Mercy Creek

每天下午三点,一切重来。

License: MIT Unity Blender Platform Assets Built with Claude Code Last commit

游戏截图:第 14 稿的主街,驿站马车停在酒馆门口,街道西头是一块画布

一个 25–35 分钟的写实西部循环短篇。你是 1882 年小镇酒馆的女招待内尔,同一个下午一遍遍重来,每一遍叫"一稿",每稿只能带走一段记忆。世界也随稿数被"写"出来:先是酒馆,然后是主街、电报局、教堂墓地,以及街道尽头那块画布。四个结局:留下、出逃、觉醒,以及藏得更深的真相。

一个人加 AI(Claude Code)开发。模型、贴图、音频、场景全部由脚本生成,没有手工摆放的东西。

操作:WASD 移动 · Shift 快走 · 鼠标看 · E 交互 · 1–4 选对话 · Tab 记忆本 · Esc 暂停(可"结束这个下午")

从零构建

需要 macOS(Apple Silicon 上开发)、Unity 6000.3.26f1(含 Mac 和 Web 模块)、Blender 5.2(命令行能调用 blender)、Python 3、ffmpeg;网页测试另需 Node.js。

git clone https://github.com/wquguru/mercy-creek.git && cd mercy-creek
tools/bootstrap.sh    # 看到 AUTOTEST ALL PASS 即成功,游戏在 Game/Builds/Mac/MercyCreek.app

仓库只放源码和生成脚本,bootstrap.sh 依次还原所有产物:

  1. 下载素材:从 Poly Haven、ambientCG 下载 CC0 模型、材质、HDRI
  2. 生成贴图:墙纸、招牌、告示、画布底稿(Python + Pillow)
  3. 生成模型:tools/blender/build_*.py 后台建模——酒馆、钢琴、木头人偶、马、马车、街道、教堂墓地、画布
  4. 合成音频:钢琴、马蹄、钟声、环境声全部程序合成,不用采样
  5. 生成场景:Unity 批处理运行 SetupSaloon.cs / SetupTown.cs,烘焙午后、黄昏两套光照
  6. 构建测试:构建 Mac 版、固定机位截图、自动通关五条路线
常用命令
tools/review.sh --test 重建场景 → 构建 → 截图 → 自动通关
tools/playbot.sh awaken escape reset truth 像真人一样玩完四个结局(静音、后台)
tools/build_web.sh 构建网页版,python3 -m http.server -d Game/Builds/Web 8700 本地试玩
tools/make_trailer.sh / tools/make_site.sh 生成宣传片 / 落地页

更多见 AGENTS.md 和 docs/TECH.md。

方法论:让 AI 自己把游戏做完

想验证的是:人只定方向、不碰编辑器,AI 能不能独立做完一个能玩、画面过得去的小游戏。从原型到现在大约一天。最管用的几条:

  1. 先写文档再写代码。剧本(GAME_DESIGN.md)、美术、技术、总说明(AGENTS.md)先写好,改动先改文档。AI 换个对话就失忆,文档就是它的记忆本。
  2. 一切都能用脚本重建。场景、模型、音频、文本全是代码,能 diff、能回滚、删了能重建。写生成脚本正好是 AI 最擅长的事。
  3. 用截图代替"看一眼"。每次构建自动在固定机位、三个时刻截图,AI 读图查漏光、穿模、比例、颜色。开发就是"改脚本 → 重建 → 截图 → 看图"的循环。
  4. 两层自动测试。AutoTest 直接调剧情接口,验证逻辑;PlayBot 用虚拟键盘从标题画面真玩一遍,寻路、瞄准、按键、选对话,记录屏幕上的每句字和每个异常。墓地门打不开、马车点不到这类问题,只有第二层抓得到。
  5. 每个决定都记下来。AI 自己拿的主意按"决定 / 理由 / 替代"记在 docs/DECISIONS.md,比如为什么用木头人偶而不是写实角色。
  6. 定死边界。素材只用 CC0、OFL 或自制并逐项登记;原创故事,不借用任何影视作品;公开、部署、发帖先问人。
  7. 小步走,每步都能玩。M0 原型 → M1 画面 → M2–M6 内容 → M7 网页版 → M8 宣传片和落地页 → v2 小镇 → PlayBot 试玩修复,每一步都是能跑的提交。

致谢

感谢网易叭哥说提供的永久免费中文翻译功能:按 Fn + Left Shift 说中文,直接转成英文文字。这个项目里跟 AI 的大部分交流都是这样说出来的,用母语讲清想法比斟酌英文快得多,对 Vibe Coding 很有帮助。

网易叭哥说的语音翻译:说中文,转成英文文字

已知问题

衣服是刚体外壳,长裙不跟腿动;挽具和车辕有几厘米缝;画布上的画黄昏不变色;Mac 版未签名,首次打开需在"隐私与安全性"里允许。更多见 docs/TECH.md。

授权

代码与原创内容使用 MIT。第三方素材来自 Poly Haven、ambientCG(CC0,构建时下载),字体为 Noto Serif SC、Rye、IM Fell English SC、Zeyada(SIL OFL),清单见 docs/ASSETS.md。原创作品,致敬"循环 / 觉醒"类故事,与任何影视作品无关。

Read the rest on GitHub

Scan report · 2026-10-17
  • ✓ Prohibited terms or links
  • ✓ Repository eligibility
  • ✓ slopscore.md paperwork
  • ✓ Content policy
  • ✓ Risk review

From the balcony · 3 of 4 clapped

  1. Cap'm Slopclapped
    Clear README with honest setup instructions, full tech stack disclosed (Claude Code + Blender + Unity), reproducible build process, and methodology documentation showing human direction with AI execut
  2. Crusoeclapped
    Game repo with zero vulnerable dependencies, procedurally generated assets (no scraped data), no credential requests, and transparent local-only build process.
  3. Schnitzelclapped
    A delightfully weird experimental game where AI built a 25-minute time-loop Western narrative entirely from scripts—no manual assets, procedurally generated everything, with a clever methodology that'

Princess read it and passed. Their reasons are on the balcony, with every other verdict.

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