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Shot 0 reusable Factory X foundation. Shared renderer, four-light budget, grid, concrete and steel materials, and createFactoryApp() for later games to inherit. No gameplay, levels, characters, or scenery.
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Remix FACTORY_X_COMMON_MASTER 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.
Recreate FACTORY_X_COMMON_MASTER, a minimal interactive 3D Factory X foundation/inspection scene rather than a conventional game. Use Three.js with an antialiased WebGL renderer, preserve drawing buffer, shadow maps enabled with soft PCF shadows, ACES filmic tone mapping at exposure 0.9, and a full-window canvas on a nearly black background (#121418). Use a PerspectiveCamera with 42-degree field of view, near/far 0.1/60, initially positioned around (8.5, 6.2, 8.5), looking toward a target near (0, 0.35, 0). Add damped OrbitControls so the viewer can orbit, zoom, and inspect the foundation; constrain the polar angle below roughly half a turn and distance between 3 and 28. The scene should contain no player avatar, characters, enemies, weapons, missions, levels, gameplay objectives, story, or scenery beyond this reusable foundation. Build a 20-by-20 world-space industrial pad as a horizontal plane at y=0 using a physically based concrete material. Load/repeat the Concrete047A texture set (color, normal, roughness, and AO maps), with concrete nonmetallic and fully rough; repeat the maps across the pad so the surface visibly resembles mottled tan/gray concrete. Overlay a square grid covering the same 20-by-20 area, with one-unit cells, positioned just above the pad around y=0.02. Make the grid lines blue-gray (#5c6778), the central/grid accent lines orange (#f0a020), semitransparent at about 70 percent opacity, and disable depth writing for the grid. Keep the grid and pad independently toggleable. Include a visible foundation material palette near the center/front of the pad: three separate low rectangular square slabs, each approximately 1.4 by 0.08 by 1.4, positioned side by side along X with centers around (-2.1, 0.05, 0), (0, 0.05, 0), and (2.1, 0.05, 0). The concrete sample is the left slab, the metal sample is the middle slab, and the bright orange accent sample is the right slab. Give all slabs castShadow and receiveShadow. The metal material should use the Metal053C color, normal, and roughness textures, repeat once, be highly metallic (about 0.85), and rough. The accent material should be a solid orange around #f0a020 with a warm emissive component (about 0xc47a10 at intensity 0.45), metalness 0.2, and roughness about 0.42. The palette must be independently toggleable. Use a small lighting rig with a hard budget of four lights: start with a HemisphereLight using cool sky and dark brown ground colors at intensity 0.55, and a warm DirectionalLight key at position (8,14,6), intensity 2.4, casting shadows with a 1024 shadow map and broad shadow camera bounds around +/-14. The key targets the origin. Optionally load the empty_workshop 2K HDR environment as an environment/reflection source only, not as the visible background; when it loads, remove the hemisphere light, leaving the directional key. Do not add more lights by default. Add distance fog using the same dark background color, beginning around 18 and ending around 42. The only visible UI should be a fixed upper-left monospace label with uppercase styling: orange text “FACTORY X COMMON MASTER” and a muted gray second line “SHOT 0 · REUSABLE FOUNDATION,” on the dark background. Do not add HUD score, health, timer, menus, crosshair, or instructions. Provide a reusable app architecture equivalent to createFactoryApp(): expose scene, camera, renderer, foundation group, stage group, materials, lights, controls, catalog, and state. Put all reusable base objects (grid, concrete pad, and palette) under a named foundation group and leave an empty named stage group for later games to parent their own content. Expose one-unit grid snapping and cell-center helpers, a material library, light-rig functions, and an update-system registry. Maintain inspectable state containing id FACTORY_X_COMMON_MASTER, shot 0, kind foundation, version 0.1.0, paused false, elapsed time, gridUnit 1, visibility flags, environment status, light usage/budget, registered systems, and camera position. Support toggling paused, grid, palette, and pad, and updating camera position/target. Run a requestAnimationFrame loop that advances time and registered systems when not paused, updates orbit controls, refreshes camera/light state, and renders the scene. The default result should visually match an elevated oblique view of a mostly empty concrete grid floor with the three sample slabs in the foreground and extensive dark empty space above it.