Guns that aim, plus an AI-built rig tool
Wiring aimed gunplay into the zombie survival game, with an AI-built rigging tool doing the heavy lifting.
// building in public
Building the survival game I always wanted to play — live in Unreal Engine 5 with Claude driving the editor over MCP, one short clip at a time. New episodes post to pickbits.ai/arcade, Substack, Instagram, and TikTok.
Wiring aimed gunplay into the zombie survival game, with an AI-built rigging tool doing the heavy lifting.
A walkthrough of NanoFormers, the newest game in the PickBits Arcade — charge beam, dash, a full roster of unlockable boss powers, and power-gated backtracking.
A narrator now calls out every power-up as you grab it. Ten minutes to wire in, and suddenly every pickup feels like an event instead of a stat bump.
Smoothing Meadow Park's jagged terrain by hand and carving a better river, then handing the asset configs to Claude to move over — everything but the rivers.
First look at Zombie Survival, a hands-off vampire-survivors-style shooter — it shoots on its own, you steer, and dodging is the name of the game.
A proper showcase of the first two weeks: sneaking past wildlife with the new hearing-range mechanic, a build menu, a full farming loop, gathering, and a summit view of both biomes.
A new hotkey bar, equipping the hoe, and placing tilled land — plus a height bug to squash so the patches sit flush anywhere on the map.
The equipped axe just floated next to the character's hand, so Claude compared the static mesh orientation to a known-good one and fixed it. Next cut: chopping trees into the inventory.
The Meadows biome is roughed in — grass, trees, and a river through the valley that still bulges up over the terrain. Some ground to sink before it sits right.
Claude cooked two full biomes overnight: forest and meadows, around 180,000 procedural instances, a farming unlock tied to a discovery POI, and a persistent discovery map.
Dragging the follow camera closer and higher while the game keeps running — the live-edit loop that makes the whole build move as fast as it does.
A PickBits University update: 15 years of software engineering distilled into three tracks — because vibes alone aren't going to ship apps.
Items get hover tooltips pulling real data from a Claude-populated struct, with live item counts — fiddly menu plumbing, happily handed off.
The full loop lands: till the soil, plant a seed, water it, harvest, and replant from the seeds you get back. Cooking is next, and it feeds straight into survival.
Main menu with character select, a HUD showing real stats instead of placeholder A's, and resizable build and character menus with categories.
Claude wires the health and stamina bars into existing systems and starts the build menu: a live preview environment and slots for every craftable item.
The herd gets a brain: animals roam and herd on their own, bunch up and bolt when spooked, and you hunt them with the bow or go hungry.
The mounted horse works and the bow fires — rough around the edges, but the survival game is starting to feel real.
The first deer roam the survival world. They don't run from the player yet — that fear behavior is the next thing going in.
A lap around the early world: stone houses, cabins, open landscape, and a character who can actually run through all of it.