Arcade › Combat Siege
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Remix Combat Siege 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.
Create a browser-based 3D real-time tactical base-defense game titled “Combat Siege.” Use Three.js or an equivalent WebGL engine with a dark blue-green sci-fi military aesthetic, soft shadows, fog, and an angled/isometric-style perspective camera looking down over a square tactical battlefield. The camera should be orbitable by dragging, zoomable with the mouse wheel, and have a “Focus Base” button that returns the view to the command center. The ground is a large dark green-gray plane with a subtle square tactical grid, surrounded by atmospheric dark fog. Build the battlefield as a frontier outpost enclosed on three sides by low dark gray defensive walls: a north wall and west/east side walls. Place three clearly labeled facilities in the base area: a central raised rectangular COMMAND building with a dark roof, a BARRACKS building to the left, and a REFINERY building to the right with a cylindrical silo on top. Add a few small dark crater-like details in the distance. Include a small futuristic striker vehicle near the command area. Use low-poly, clean stylized 3D assets: blue allied soldier models and red hostile soldier models, with shadows and colored team tinting. Put floating world labels above the buildings and hostile staging area, including COMMAND, BARRACKS, REFINERY, and HOSTILE STRIKE TEAM. At game start, spawn five blue allied soldiers in a loose formation in front of/near the command center and four red hostile soldiers farther north of the base, beyond the defensive area. Allied units are selectable individually. Clicking an allied unit selects it and shows a bright yellow circular selection ring beneath it; clicking another without Shift replaces the selection, while Shift-click adds to the selection. The HUD must show the current selected-unit count. Clicking a location on the ground while units are selected issues a move order; selected units move toward that location in a spaced-out formation, rotate toward their movement direction, and display a short status message such as “Move order issued.” Clicking a hostile soldier while allied units are selected issues an attack order. Units should automatically move into range and attack on cooldown. Allied attacks deal 16 damage approximately every 0.55 seconds; each hostile starts with 100 health. When a hostile is destroyed, remove it from the world, increase IRON by 25 and POWER by 3, and show “+25 IRON • Hostile eliminated.” Hostiles automatically target the nearest allied unit, move toward it, and attack at close range (within about 2.2 world units) every 0.9 seconds for 8 damage; destroyed allies disappear and are removed from the selection. When all four hostiles are defeated, mark the sector secured, advance the wave number from 1 to 2, update the mission text to “Sector secured. Upgrade your base and prepare for the next wave.” and show “SECTOR SECURED.” Do not add extra waves or systems beyond this initial completion behavior. Provide a fixed transparent HUD overlay. At top left show the uppercase title “COMBAT SIEGE.” At top right show resource chips for IRON 420, FUEL 180, POWER 72, and WAVE 1 at the start. FUEL is displayed but does not need to be consumed by the implemented actions. At bottom left, show a dark translucent mission panel titled “FRONTIER OUTPOST,” with the objective “Destroy the hostile strike team before they breach your command center.” and a live “Selected: 0 units” counter. At the top center, show a rounded instructional hint: “Select squads • tap ground to move • tap enemies to attack • drag to rotate • wheel to zoom.” At bottom right, provide buttons: gold primary “Train Squad · 60 IRON,” light “Repair Base · 40 IRON,” and “Focus Base.” The Train Squad button should cost 60 IRON when affordable, increase POWER by 10, spawn one additional blue allied soldier at a random position near the allied deployment area, automatically select that new unit, and show “Reinforcements deployed.” If IRON is insufficient, show “Need more iron.” The Repair Base button should cost 40 IRON when affordable and restore 25 base-health points, capped at 100, showing “Base repaired +25 HP”; if unaffordable show “Need more iron.” Maintain an internal baseHealth value initialized to 100, even though the visible HUD need not display a health bar. The Focus Base button should center the camera on the command/base area. Support clicking/tapping for selection and orders, Shift selection on desktop, pointer drag orbit controls, and wheel zoom. Clicking empty space with no selected units clears selection. Use a polished dark translucent glass HUD with pale blue text, gold action accents, rounded buttons, readable uppercase labels, and responsive layout for smaller screens. Render with ambient hemispheric lighting, a warm directional key light, fog, tone mapping, anti-aliasing, and soft shadows to match the screenshot’s subdued nighttime tactical presentation.