@basketball stars This is actually a really interesting look into the current strengths and weaknesses of AI-assisted game development. Claude seems incredibly useful for speeding up logic, scripting, tooling, and repetitive Unity workflows, especially with MCP integrations, but the “visual understanding” limitations are still very obvious when it comes to scene composition, level layout, and art consistency.
Your approach makes sense though: prioritize gameplay systems, networking, and procedural functionality first, then polish visuals later. A lot of successful games started with ugly prototype environments as long as the core loop was fun and technically solid. The FishNet multiplayer foundation especially sounds like a smart decision early on instead of retrofitting networking later.
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