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3D Battle Arena

  • 3d
  • fighting
  • arena
  • action
  • third-person
  • sci-fi
  • arcade
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hina Jahangir built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about 3D Battle Arena yet. Play it, then tell Hina Jahangir what you would add next.

Make your own game

3D Battle Arena was built by Hina Jahangir with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix 3D Battle Arena opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for 3D Battle Arena

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D third-person fighting game titled “3D Battle Arena.” Use Three.js-style real-time 3D rendering with a dark navy/black background, atmospheric fog, soft shadows, ACES-style cinematic tone mapping, and a futuristic neon arena. The playable match is a one-on-one battle: the human BLUE PLAYER fights a RED AI opponent.

Presentation and camera: show two blocky humanoid character models in a square enclosed arena, tinted blue for the player and red/pink for the AI. Use a third-person camera positioned behind and slightly above the blue player, looking toward the midpoint between the fighters. The camera follows the player smoothly, rotates with mouse look, and dynamically pulls back somewhat as the fighters separate. Keep the fighters visible in the arena. Add subtle camera shake on heavy impacts.

Arena: build a roughly 22-by-22 solid dark blue floor, with a square boundary around coordinates approximately +/-10.2. The boundary has glowing cyan trim/lips and tall dark blue wall-panel sections on all four sides. Add thin glowing cyan grid stripes across the floor at regular intervals, and four corner pillars with dark panels and bright vertical blue or red light cores. Use cool blue environmental lighting, a directional key light with shadows, hemisphere fill, and localized blue and red point lights near the respective fighters. The atmosphere should feel like a clean sci-fi combat simulation, with reflective/metallic dark materials and neon accents.

Game flow: initially show a full-screen centered menu overlay over the 3D scene. The menu is a rounded dark translucent blue card with a subtle blue border and inner glow. Display the kicker “LIVE COMBAT SIMULATION,” a large gradient title split over two lines as “3D BATTLE ARENA,” the matchup “BLUE PLAYER VS RED AI” with blue and red team colors, and a glowing pill-shaped “START BATTLE” button. The HUD is visible behind/around the overlay: blue and red health panels at the upper left and upper right, a centered timer reading 01:30, a centered status label reading READY, and a bottom pill showing the controls: “WASD MOVE · MOUSE LOOK · LMB ATTACK · RMB HEAVY · SPACE DODGE · SHIFT BLOCK.”

When Start Battle is pressed, reset both fighters to 100/100 health and their starting positions facing one another, hide the menu, and run a three-second countdown displaying 3, then 2, then 1, followed by FIGHT. The round lasts 90 seconds. During combat, show the timer counting down in mm:ss and change its color near the final 10 seconds. If a fighter reaches zero health, end the match immediately. If time expires, the fighter with more health wins; equal health produces a draw. Show a centered full-screen “MATCH COMPLETE” result card with “VICTORY!”, “DEFEAT,” or “DRAW!”, a matching explanatory subtitle (“BLUE PLAYER WINS,” “RED AI WINS,” or “TIME LIMIT — DRAW”), and a “PLAY AGAIN” button that resets and starts another round.

HUD: at top left display “BLUE PLAYER,” a rounded cyan/blue health bar, and “100 / 100” initially. At top right display “RED AI,” a rounded red health bar, and “100 / 100.” Smoothly update the fills and numeric health values as damage is taken. Keep the centered status text for READY, countdown values, FIGHT, and MATCH COMPLETE, plus the centered match timer.

Player controls and combat: use WASD or arrow keys to move relative to the current camera yaw. W/Up moves forward, S/Down backward, A/Left and D/Right strafe. Mouse movement while the canvas has pointer lock rotates camera yaw and pitch. Left mouse button performs a normal punch; right mouse button performs a heavy sword-slash-style attack. Space performs a short dodge/roll in the current movement direction, or forward relative to facing if stationary. Left or right Shift holds block. Prevent the context menu on right click and request pointer lock on canvas interaction.

Implement attacks with readable wind-up, active hit, and recovery timing. Normal punch lasts about 0.58 seconds, deals 10 damage, and has about 1.95 units of range. Kick lasts about 0.72 seconds, deals 15 damage, and has the same close-range behavior. Heavy attack lasts about 0.9 seconds, deals 20 damage, reaches about 2.25 units, has a longer cooldown, and causes stronger knockback and camera shake. Only hit an opponent when the opponent is within range and in front of the attacker’s facing direction. Block reduces incoming damage to about 28 percent and produces a smaller hit reaction. Dodging makes the fighter temporarily invulnerable and moves them about 1.25 units. Prevent attacks, movement, or dodges during hit stun and attack/dodge recovery. Keep fighters separated so they cannot overlap, and clamp both to the arena boundary.

Use animated blocky character assets or equivalent simple humanoid models. Tint the player model blue and the AI model red, while retaining readable silhouettes. Include idle, run, punch, kick, heavy slash, roll, victory, and defeat animation states where available, smoothly blending between them. Characters should face their opponent during combat. Add bright particle sparks at impacts, with blue sparks from player hits, red sparks from AI hits, pale sparks for blocked attacks, and extra particles for heavy attacks. Play short punch and heavier impact sounds on hits, and a subtle sound on countdown/dodge if audio is available.

AI behavior: the red opponent automatically faces the blue player and makes decisions several times per second. Approach when farther than roughly 3 units, retreat occasionally when low on health, defend occasionally, dodge occasionally, circle around the player at close range, and attack when in range. Randomly choose mostly punches, with occasional kicks and heavy attacks. The AI can block more often when its health is very low. It should move, attack, dodge, defend, take damage, and trigger victory/defeat animations using the same combat rules as the player.

Make the interface responsive: on small screens shrink the health panels and controls text while preserving the centered menu/result cards. Use rounded borders, bold heavy typography, generous letter spacing, blue/red gradients, neon glows, and high-contrast white text to match the polished sci-fi arcade aesthetic. Do not add weapons, projectiles, extra enemies, rounds, inventory, or features beyond this single timed one-on-one arena match.

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