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Dragon Arena

  • 3d
  • arcade
  • flying
  • action
  • collectathon
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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. vortexsport built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dragon Arena yet. Play it, then tell vortexsport what you would add next.

Make your own game

Dragon Arena was built by vortexsport 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 Dragon 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 Dragon 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 Three.js third-person flying game titled “Dragon Arena,” with a dark fantasy arcade presentation and French HUD text. Show a large low-poly orange/brown dragon with purple-membraned wings, horns, tail, and an animated flying pose, viewed from behind and slightly above. Use a smooth follow camera positioned roughly 9 units behind the dragon and 4.5 units above its facing direction, looking at the dragon’s upper body; the dragon should remain prominent in the center foreground. Set the scene at night or dusk with a deep navy background, atmospheric fog, strong warm directional sunlight, cool blue rim lighting, and a dark green circular arena/floating island below. The ground is a broad flat dark-green circular surface, with a raised irregular-looking cylindrical island/platform in the center and subtle shadowing/lighting.

The player dragon starts near the center at approximately x=0, y=5, z=9, facing into the arena. Give it free-flight controls: A/D or Left/Right rotate/yaw left and right; W/S or Up/Down move forward/backward in the dragon’s facing direction; Space makes the dragon climb and also adds upward movement while held; Control can pitch/downward; Shift temporarily boosts movement speed. Clamp flight height to about 2.2–15 and keep the dragon within the arena boundary (about radius 21). Smoothly animate a flying-idle animation when stationary and a faster flying animation while moving, if model animations are available. Rotate the dragon to match yaw and slightly tilt it according to pitch.

Place exactly six floating collectible targets around the arena at varied positions: approximately (-12,-8), (10,-11), (-15,5), (15,4), (-4,-20), and (5,15) in x/z coordinates. Each target is a glowing vertically elongated faceted octahedral crystal with a thin horizontal torus/ring around it, bobbing gently and rotating. Use visibly varied bright colors such as pink, cyan, purple, orange, green, and yellow. They should hover around y=1.8. The goal is to destroy all six crystals by aiming and firing at them, not by touching them.

Implement dragon fire: pressing F or clicking/tapping a prominent “FEU” button launches a glowing orange fireball from just in front of the dragon. The projectile should have a hot orange/red emissive spherical core and a larger translucent yellow-orange aura, travel in the dragon’s yaw/pitch direction at roughly 22 units per second, and disappear after about 2.4 seconds. Fire no faster than one shot every 0.42 seconds. A fireball destroys a crystal when it comes within roughly 1.5 units, hides/removes that crystal, increments the score, and displays “Cristal détruit !”. When all six are destroyed, stop gameplay and display “Victoire ! Appuie sur R pour rejouer.” Pressing R after game over reloads/restarts the game. There are no visible enemies or other hazards; retain the displayed health value at 100 because the game’s current mechanics do not damage the player.

Build a fixed overlay HUD that does not block the canvas except for controls. In the upper left show “DRAGON ARENA” in large spaced white lettering and below it “Vole, vise les cristaux et crache du feu.” in pale blue. At the top center show the gold message “Le ciel appartient au dragon.”, changing to the crystal-destroyed and victory messages as appropriate. In the upper right show “Cristaux : 0 / 6” and below “Vie : 100,” updating the crystal count. Along the bottom provide touch-friendly dark translucent rounded buttons with pale blue outlines: left/right arrows, up/down arrows, a climb button marked with an upward symbol, and a large red-orange “FEU” button on the right. At the bottom center show the help text “Clavier : WASD / flèches · Espace monte · F ou bouton FEU”. Make the layout responsive and preserve touch pointer controls as well as keyboard controls. Use soft shadows, emissive crystal and fire effects, dark teal/navy colors, and a polished low-poly 3D look matching the shown screenshot.

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