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Diablo Prototype

  • 3d
  • action-rpg
  • isometric
  • dark-fantasy
  • hack-and-slash
  • prototype
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. James Bond built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Diablo Prototype yet. Play it, then tell James Bond what you would add next.

Make your own game

Diablo Prototype was built by James Bond 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 Diablo Prototype 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 Diablo Prototype

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 isometric action-RPG prototype titled “Diablo Prototype,” using Three.js or an equivalent 3D engine. The playable arena is a square 40-by-40 dark medieval floor, viewed by a fixed-follow perspective camera positioned about (10,12,10) relative to the player and looking slightly above the player. Keep the camera following the player as they move, with a gloomy gothic atmosphere: very dark blue-black fog, warm directional shadows, low ambient light, and four orange flickering torch lights at the arena corners (approximately (-16,-16), (16,-16), (-16,16), (16,16)), each with a simple dark metal stand and glowing orange flame. Add stone pillars around the perimeter, including the four corners and the centers of the north and south edges. Use a textured/varied medieval floor if available, backed by a dark brown rough floor plane.

The player is a stylized 3D armored knight loaded from a medieval/adventurer character asset, starting at the center of the arena. Give the knight idle, walking, and melee attack animations, cast shadows, smoothly turn toward movement direction, and move at approximately 8 world units per second. Support both keyboard movement (WASD and arrow keys) and Diablo-like point-and-click movement: left-clicking the floor raycasts to a location and makes the knight walk there until within roughly 0.15 units. Keyboard input should override/clear the click target. Clamp movement to approximately one unit inside the arena boundaries. Clicking an enemy only performs an attack when the enemy is within about 2.5 units; face the selected enemy and play a one-shot punch or stab animation. Enforce a 0.5-second melee cooldown and apply 10 damage after a short attack delay of about 220 ms.

Spawn exactly five stylized zombie enemies at random positions within roughly a 32-by-32 central area. Use animated zombie character models, with idle, walk/run, attack, and death animations where available. Each zombie has 30 HP, a visible small red floating health bar above its head, and patrols by choosing random points in the arena when it is outside the player’s aggro radius. Zombies move at about 5 units per second and remain inside the arena. When the player comes within 8 units, the zombie stops patrolling and chases the player; when within 1.5 units, it attacks approximately once per second, faces the player, plays its attack animation, and deals 5 damage after a short delay. Dead zombies play a death animation, grant 20 XP, then become invisible after about 1.2 seconds and their health bar disappears. Do not respawn them.

Implement player stats and HUD. Start at level 1 with 100/100 HP, 50/50 mana, 0 XP, and a 100-XP level threshold. At the bottom center, show a dark translucent brown-black rounded rectangular Diablo-inspired status panel with a level number, a large circular red HP orb filled from the bottom, a thin magenta/pink XP progress bar, and a large circular blue mana orb filled from the bottom. Match the supplied HTML styling: black page background, white/gray text, subtle brown border, red and blue gradients in the orbs, and a pink XP bar. Update HP, mana, XP, and level live. On reaching 100 XP, increase the level by 1, reset XP to zero, increase maximum HP by 20, fully restore HP and mana, and briefly flash the HUD with a pink glow. Display a small gray instruction banner at the top center reading “Left-click ground to move • WASD to move • Click enemy to attack”.

Player death is simple: clamp HP at zero and stop click-to-move; no restart or respawn system is required. Include enemy health bars projected above enemies in screen space. Use animated mixers, shadow casting/receiving, fog, responsive canvas resizing, and smooth interpolation for rotations. The visual target is a minimal dark fantasy dungeon-arena prototype: stylized low-poly characters and environment, warm torch pools against near-black surroundings, and an uncluttered HUD. Do not add classes, loot, spells, inventory, ranged weapons, extra levels, quests, or mechanics not described here.

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