RUSuper’s week-four update on the fully AI-built fishing game is mostly polish and infrastructure. The interesting part is where the effort actually went: not generating more content, but redoing AI output by hand — and paying the token bill for judgment work.
The week in bullets:
- Toolchain and cost, four weeks in — Godot for the game; Claude Code in Blender via MCP plus Tripo 3D for models;
$300 total spent ($200 Claude Max plan, ~$30 image generation, $12 StableAudio, ~$15 Tripo 3D) - Feedback drove the biggest rework — a comment on last week’s thread (houses facing the wrong way in Harbour) triggered a from-scratch rebuild: the harbour is now a real 3D Blender scene instead of a ChatGPT-generated image, positioned by hand. “Maybe it doesn’t look as fancy, but it is authentic.”
- Custom in-scene editor — to place objects properly he built an editor that picks any 3D object in a scene, moves/rotates/scales it, and saves the position. No more overlapping houses.
- Water is the token sink — the shader looks wrong around islands at golden hour, dawn, and night, “like it was emitting particles from islands itself.” Removing the offending pass would ruin the deep-water look he likes, so he is tuning it — and “it is eating most of my tokens.”
- Also this week — a new landmass, UI polish, buggy graphic options, and a loading screen that shows real world-load progress instead of looking frozen
- Community flags — fishing mechanics aren’t readable from the video (“may mean there’s not enough feedback there for the user too”), and the title screen still shows GPT-image artifacts
The pattern keeps repeating across this series: AI generates, human composes. The week’s best improvements came from the human redoing AI output — layout, positioning, camera — and the costs concentrate where AI output needs taste. Four weeks in, a full-AI solo project runs about $300 in tools, with Claude eating most of it.