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Belafonte Lair

  • 3d
  • diorama
  • interactive
  • exploration
  • management
  • sci-fi
0
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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. Alex Phillipson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Belafonte Lair yet. Play it, then tell Alex Phillipson what you would add next.

Make your own game

Belafonte Lair was built by Alex Phillipson 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 Belafonte Lair 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 Belafonte Lair

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 Three.js interactive 3D cutaway diorama titled “The Belafonte Lair,” an operational headquarters presented as a miniature architectural model rather than an action game. Use an orthographic-feeling but actually perspective camera with a warm, elevated three-quarter view of a rectangular wooden lair, with orbit controls: drag to rotate around the model, scroll to zoom, and click rooms or highlighted objects to inspect them. Start zoomed out on the whole model, centered on the Command Deck. Allow camera orbit angles roughly from a low-to-high elevated range and zoom between a close inspection and a wide view; smoothly interpolate camera movement toward selected rooms/objects.

Visual style: dark chocolate/near-black background (#17110f), dramatic warm theatrical lighting, soft shadows, subtle fog, and a rich illustrated board-game/dollhouse aesthetic. Build the lair as a wooden floor platform about 31 by 22 units, with dark wood back/side walls and a rear upper shelf. Use rough wooden materials in walnut and reddish brown, burnt orange carpet and furniture, brass/gold trim, cream labels, green and blue accents, and small glowing amber/red indicator lights. Add a warm hemisphere light, directional sunlight, and a central warm point light. Keep the model readable as a cutaway layout with open front/top visibility and room title labels floating above the chambers.

The floor plan must contain these clickable carpeted rooms, each with a large cream/gold title label and room-specific inspection panel text:
- THE ARCHIVE at the far left rear/center: a catalog wall made of 7 columns by 3 rows of small drawers, with one darker orange highlighted drawer; several paper ledger stacks on the floor/table, a brass ladder, a wooden archive table, and a green lamp. Make drawers and ladder clickable. Room report: “The Archive — Open drawers are recent memory activity. Ledger stacks are the consolidation queue.”
- CONTROL BANK left of center: five small wooden desks in a row, each with a chair, desk screen and lamp. The first three lamps glow amber and the last two are dark, communicating occupancy. Add a horizontal brass pneumatic tube near the desks, clickable. Room report: “Control Bank — Five on-duty desks. Lamps are occupancy; the pneumatic tube marks shipped work.”
- COMMAND DECK in the center: concentric circular wooden/brass steps and a brass pedestal with an orange command chair and dark orange back. Put two side consoles with four gauges each, most glowing amber and one red gauge; the gauge details should report labels such as System health, Agents on duty, Tasks in flight, Cost burn, Autonomous, Awaiting You, Contested, and Escalated. Hang three brass pendant fixtures with glowing amber bulbs overhead. Add an orange cushion off to the side, clickable, reporting “Nika is sitting with whoever is under most stress.” Room report: “Command Deck — Live gauges, the escalation chair, and Nika’s stress barometer.”
- WAR ROOM right of center: a wooden table, six orange chairs, with one chair specifically reporting “Recently occupied — cooling cup nearby”; a large wall-mounted relief/map board with ten brass or red pins and a red connecting thread, clickable pins reporting Department node 1 through Department node 10; and a paper ledger. Room report: “War Room — The relief map compresses the whole org. Occupied chairs mean linked work is live.”
- LOUNGE PIT at the far right: tiered wooden steps, a large circular orange lounge seat, a brass round table with correspondence/paper on top, a wooden record player that is clickable and reports “Spinning = healthy · still = escalated,” plus a blue window on the rear wall. Room report: “Lounge Pit — Everyone here is waiting on you. Correspondence is the approval queue.”
- THE VAULT at the lower-left/rear shelf: a brass rectangular vault door with a wooden wheel, clickable with detail “Closed means something is legally held”; a small wooden desk, green lamp, and clickable brass wax seal press reporting “Verification log — court-verified work.” Room report: “The Vault — The brass door is the legal hold. The wax press marks independent verification.”
- COURT CHAMBER at the lower-right/rear shelf: three stepped wooden benches, a wooden podium, and twelve small brass nameplates in two rows with one amber-highlighted plate. Make the podium clickable with “Contested claim and both sides,” and each nameplate report “Review Court N verdict history.” Room report: “Court Chamber — Normally empty. A figure at the podium means something is contested.”

Populate the model with tiny stylized human figures made from simple colored cylindrical bodies and cream heads: Proprietor at the command chair, Archivist at the archive table, Gatekeeper by the vault, three control leads seated/standing at the first control desks in blue/orange/green, and a Collaborator in the War Room. Make their bodies clickable, reporting each character name plus “active state.” Use no detailed facial animation; the charm should come from the miniature geometry, color coding, furniture, props, labels, and light indicators.

HUD/UI: overlay the 3D canvas with a fixed dark translucent command panel in the upper-right, thin brass border, soft shadow, cream Georgia/serif typography, and amber values. In the initial Command Deck state show heading “Command Deck,” instruction “Click a chamber or a highlighted object to inspect what it reports,” metrics “System health 84%,” “Tasks in flight 7,” and “Awaiting you 3,” plus brass-outline buttons “Summon to chair” and “Wide view.” The left upper corner should display “THE BELAFONTE LAIR” / “operational diorama · live model” in spaced uppercase cream lettering. A bottom centered hint should read “Drag to orbit · scroll to zoom · click a room or object.” On clicking a room, replace the panel with its room heading, description, a “Visual state” metric (show “EMPTY / READY” only for Court Chamber and “ONLINE” for the other rooms), a “Click target” metric (for Command Deck “chair or gauge,” otherwise “objects in room”), and a “Wide view” button. On clicking an object, append a metric row naming its kind and its exact report/detail, focus/zoom the camera toward the clicked point, and retain room selection. The Wide view button resets to the original elevated whole-model view. The Summon to chair control should focus the camera on the Command Deck chair. Make the HUD responsive: on narrow screens move the panel toward the bottom and reduce title/hint sizing while preserving the same interactions.

Implement raycast-based picking for room plates and all designated highlighted/interactive meshes, smooth camera target transitions, resize handling, shadows, ACES-style warm tone mapping, and a preserved dark background. There is no combat, inventory, timer, avatar movement, health loss, or win/lose screen: the core experience is inspecting the live organizational diorama and its operational reports by navigating the model and clicking its rooms and props.

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