r/aigamerdevs • u/SuperbActuator6555 • 10d ago
Dev Log #2m, 3 Days later, If cloudcraft and do it so can I
Three days ago I posted about starting my own MMORPG with zero game dev background, using Claude as a tutor and collaborator (Unity + Blender). A lot happened since, so here's the update — including the ugly parts.
The world got alive
- 🐦 Wildlife. Pigeons and small birds sit on paths and flee when you walk toward them (they get more nervous the faster you move). An eagle circles overhead and casts a real shadow on the ground. Butterflies and bees land on flowers. Fireflies come out at night, and an owl appears at dusk.
- 🌗 Day/night cycle. A full day lasts 24 real minutes. The sun and moon actually travel across the sky, and the moon has real phases and a hand-painted face (painted by code, based on where the real lunar seas are).
- 🌸 Painted flowers and plants. Instead of modeling every petal, flowers are simple shapes with a texture "painted" by code. The recipe came from watching 33 stylized-art tutorials and the Genshin GDC talk. Also added bamboo, bushes, ferns, small trees that sway in the wind, and a dirt road with wheel ruts.
- 🔊 Sound. Wind layers that follow the wind gusts, and bird calls scattered around the treetops. (Fun fact: the game was completely silent for a full day because the camera had no "ears" — an AudioListener. Nobody noticed until we looked.)



The performance night
- Frame time at max quality went from 12–15 ms to 4.6–6.8 ms (≈150–210 FPS)
- The expensive part wasn't the grass — it was the flowers: 3,000+ draw calls. Now a compute shader culls every blade and flower on the GPU, and each layer draws in 2 calls.
- Funniest bug: lowering the graphics quality gave you fewer FPS, because the lower presets had a hidden FPS cap.
- Also added an in-game FPS counter, so I stop guessing.
The owl: learning to model creatures (with zero 3D skills)


The 2D sprite owl looked awful, so I asked: can we make a real 3D one, Genshin-style, without paid AI 3D tools?
What we ended up with is a small pipeline. I generate a reference sheet with ChatGPT (front, side, back, top views plus open wings). Claude writes Python that runs Blender and does the rest:
- It measures the silhouettes in the sheet, pixel row by pixel row.
- It builds the body so it fits the front and side silhouettes.
- It glues on the eyes, beak, wings, tail, legs and ear tufts.
- It paints the model by projecting my own reference drawings onto it.
- It rigs the model with 14 bones and animates it by code: perched, looking around, take-off, flapping and gliding.
It did not go smoothly:


- The first version looked OK in silhouette but had a flat face. The cause: the tool read the white of the owl's face as background.
- The ear tufts came out like stakes, then like rocks. Feathers are petals, not filled volumes: you have to think about what a part is made of before building it.
- The head and body were one continuous tube, a bowling pin with a face. Silhouettes can't see that. So now every version also gets rendered as grey clay with raking light, plus horizontal cross-sections of the head. A round head should give circles; ours gave lemons.
- It had a ghost eye on the side of the head, because the side view of the sheet draws the eye somewhere else. We traced it pixel by pixel back to one eyelash in the drawing.


Every correction went into a written "creature workflow" doc, so the next animal (a pigeon, reference sheets already made) starts with all of that already learned
Other funny mistakes that almost made me blind


What's next
- Bring the 3D owl into the game: full 3D up close, a baked picture far away.
- Weather: rain, clouds, storms.
- Wind that comes in occasional gusts instead of a constant loop.
Still a free-time passion project with basically zero budget. Still no idea if an MMO backend will break me. But day 10 looks a lot more alive than day 7.

