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Arcade › Dream Football 3D

Dream Football 3D

  • 3d
  • sports
  • football
  • soccer
  • arcade
  • browser
  • simulation
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. lihgt796 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dream Football 3D yet. Play it, then tell lihgt796 what you would add next.

Make your own game

Dream Football 3D was built by lihgt796 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 Dream Football 3D 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 Dream Football 3D

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 a playable browser game titled “Dream Football 3D” as a compact arcade soccer match in Three.js or an equivalent real-time 3D engine. Use an elevated, behind/above-the-pitch camera: the camera should smoothly follow the ball from high above and slightly behind it, looking down toward the field, with a perspective view, dark atmospheric background, fog, soft shadows, and a polished stylized low-poly presentation.

Create a rectangular green football pitch approximately 52 units wide by 82 units long. Add bright white boundary lines, a full halfway line, a center circle, and penalty-area markings at both ends. Put a white goal frame and net at each short end, with Skyline FC defending one end and Crimson United the other. Surround the pitch with dark blue-gray stadium stand blocks on all four sides, arranged in several raised tiers, plus tall floodlight poles and horizontal light bars. Use stadium lighting with a cool blue ambient/floodlight feel, a warm directional key light, subtle red accent lighting, fog, shadows, and a very dark navy background.

Place two teams of 11 simple stylized 3D football players on the pitch. Players should be assembled from primitive shapes: colored cylindrical torso/jersey, spherical head with a warm skin tone, and two small black rectangular legs. Skyline FC players wear bright blue jerseys and Crimson United players wear red jerseys; both use black legs. Arrange the blue team initially in a formation from its own goal through midfield to the opposing end, and mirror/place the red team in the opposite half. Give players names such as SKYLINE 1–11 and CRIMSON 1–11, with the blue attacking player named SKYLINE 10. The initially selected/controllable player is SKYLINE 10.

Add one white football at ground level near the center with a soft dark circular shadow beneath it. The player movement system must support WASD and arrow keys, with analog gamepad left-stick input as well. Move the currently selected player on the horizontal pitch plane, clamp that player inside the field boundaries, rotate the player toward movement, and allow Shift to sprint faster than normal movement. Space (or gamepad A) kicks/passes when the selected player is close enough to the ball: launch the ball in the player’s movement direction, or toward the opponent’s goal if stationary, with a strong initial velocity and friction/deceleration. The kick should have a short-lived status change such as “Power shot!”. Allow E (or gamepad B) to cycle through the Skyline players and update the selected player label. Include simple AI movement for all other players: players generally return toward their home formation positions, but the nearest player to the ball or players already near the ball move toward it; red players should move somewhat faster than non-selected blue players. Do not add invented advanced tactics, tackling, passing animations, fouls, stamina, or inventory systems.

Implement ball physics sufficient for arcade play: horizontal movement with damping, a small falling/grounding effect after a kick, field-edge clamping, and goal detection when the ball crosses either end within the width of the goal. When Skyline scores, increment the Skyline score; when Crimson scores, increment the Crimson score; show a brief “GOAL — SKYLINE FC” or “GOAL — CRIMSON UNITED” notification, reset the ball near midfield, and reset every player to its original home position. If the ball reaches an end outside the goal opening, bounce it back into play.

Build a dark translucent HTML overlay HUD matching the visual style. At the upper-left show “DREAM FOOTBALL 3D” and a small “PLAYABLE STAGE 1” pill. Center a rounded translucent top scoreboard with SKYLINE FC in blue, a large “0 — 0” score, CRIMSON UNITED in red, and a digital-style elapsed timer beginning at 00:00. At lower-left show a rounded controls panel reading: “Controls”, “WASD / arrows move · Shift sprint · Space kick / pass · E switch player · P pause”, and “Gamepad: left stick move · A kick · B switch”. At lower-right show the selected player name, initially “SKYLINE 10”, and a contextual action message that says “Press Space to kick” when near the ball or “Move toward the ball” when farther away. Above the lower-right area, add five circular touch controls for mobile: left, up, down, right, and KICK; pressing them must emulate the corresponding keyboard inputs. Support P to pause/unpause the match, stopping gameplay updates while paused. Make the layout responsive for narrow screens, preserving the scoreboard and touch controls. Keep the field and 3D match visible behind the HUD, with crisp white text, blue/red team accents, rounded borders, subtle blur/transparency, and restrained shadows.

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