Arcade › Ashwood RPG
Click the game above and it runs right here in your browser. No download, no installer, no account needed. skateintrepid built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ashwood RPG yet. Play it, then tell skateintrepid what you would add next.
Ashwood RPG was built by skateintrepid 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 Ashwood RPG 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.
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.
Rebuild “Ashwood RPG” as a browser-based 3D third-person action RPG using Three.js. Show a small top-down/over-the-shoulder perspective with a perspective camera following the player at roughly 16 units distance and looking toward the player; keep the full playable area visible enough to read the village and forest. Use a warm, stylized low-poly fantasy look with strong directional sunlight, soft shadows, a cool blue-gray ambient sky light, a warm orange point light around the center, fog in the distance, and a dark desaturated blue-gray background. World layout: make a bounded rectangular outdoor map approximately 86 units wide by 70 deep. The village occupies the left side on brown/tan ground, with a darker green forest occupying the right side, separated by a narrow central gate/opening. Add a broad tan path through the village and a square village plaza. Enclose the map with simple dark gray wooden/stone-looking fence walls along the north, south, east, and west edges, and place a tall narrow gate/wall structure at the village/forest boundary. Scatter repeated small low-poly rocks across the ground. Add several stylized pine trees around the perimeter and throughout the forest, plus two simple low-poly houses on the west side: an elder’s house near the northwest side of the village and a merchant/shop house farther south. Use cast and receive shadows for all environment props. Player: place a low-poly armored knight hero at approximately (-14, 0, 14), with a sword/shield adventurer appearance, and use an idle animation. The player moves freely with WASD or arrow keys through the third-person controls, at about 7 units per second, with gravity and collision/grounding behavior. Include touch-friendly controls: a lower-right circular ATTACK button and a nearby TALK / OPEN button. The player starts with HP 100, gold 0, and no kills. NPCs and interaction: place Mara the Elder around (-15, 7) and Toma the Merchant around (-24, 17), both represented by stylized low-poly farmer/medieval villager models with idle animation. Press E or the TALK / OPEN button when close to interact. Mara drives the quest progression: initially she changes the objective from “Talk to Mara” to “Defeat forest monsters (0/3)” and displays the message “Mara: Three monsters haunt the forest. Clear them out!”. Toma displays “Toma: Chests hide gold and useful treasure.” when spoken to, but has no shop interface. If the player returns to Mara after at least three normal monsters are defeated, Mara starts the boss stage and displays “Mara: The Forest Warlord has awakened!”. Before that, she says “Mara: Keep searching the forest.” when appropriate. Combat: spawn five low-poly skeleton warrior monsters in the forest at approximately (12,-20), (20,-12), (28,-4), (17,6), and (30,16). Each normal monster has 2 HP, moves toward the player when within 14 units, moves at about 1.35 units/second, and damages the player for 9 HP per second while within 1.8 units. The player attacks with Space or the ATTACK button, with a 0.5-second cooldown; an attack hits the nearest alive enemy within 3.4 units and removes 1 HP. Show short feedback messages such as “Swing!”, “Hit!”, and “Monster defeated”. Defeated monsters disappear and drop a floating glowing gold-colored faceted orb worth 18 gold. Orbs bob and rotate, and are automatically collected when the player comes within 2 units, adding gold and displaying “+18 gold”. After three normal monsters are defeated, the objective becomes “Return to Mara”. On the next valid Mara interaction, spawn one larger low-poly Big Orc Forest Warlord around (29, 0), scaled substantially larger than normal enemies. Give it 8 HP, movement speed about 1.15, and contact damage of 18 HP per second. It drops a 100-gold floating orb when defeated. When the boss dies, set the objective to “Village saved!” and display “The village is safe! Final boss defeated!”. If the player reaches 0 HP, stop gameplay, show “You were defeated.”, and retain a game-over state. Enemies should pursue the player but there is no ranged combat, inventory, leveling, or respawn system. Add two simple treasure chests: one in the village near (-4,-5), and one in the forest near (28,24). Make each a low-poly dark wood chest with a gold/tan lid. When the player is within about 3 units and presses E or TALK / OPEN, open it, rotate the lid upward, award 35 gold, and display “Chest opened: +35 gold”. Do not let an opened chest be opened again. If there is no nearby NPC or unopened chest, show “Nothing to interact with here.” HUD: pin a dark translucent rounded panel with a thin warm-gold border in the upper-left. Its title should be uppercase “VILLAGE OF ASHWOOD” in pale gold, with live text underneath in the format “HP 100 · Gold 0 · Talk to Mara”; update it to reflect HP, gold, and the current objective, including “Defeat forest monsters (n/3)”, “Return to Mara”, “Defeat the Forest Warlord”, and “Village saved!”. Put transient quest/combat messages centered near the top in bold pale gold text with a subtle shadow. At the bottom center show a dark pill-shaped hint reading “WASD / arrows move · E or TALK interacts · Space or ATTACK fights”. Put a prominent maroon/dark red circular ATTACK control with gold border in the lower-right and a rounded TALK / OPEN button just to its left. Ensure buttons work by pointer/touch and keyboard controls work as described. Make the overall presentation feel like a sparse sunlit fantasy village leading into a shadowy forest, with the knight, villagers, skeletons, orc boss, chests, gold drops, fences, houses, rocks, and long soft shadows clearly readable.