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Arcade › Federation Missile

Federation Missile

  • 3d
  • sports
  • car-soccer
  • arcade
  • single-player
  • futuristic
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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. Senseigheckoz Ghecko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Federation Missile yet. Play it, then tell Senseigheckoz Ghecko what you would add next.

Make your own game

Federation Missile was built by Senseigheckoz Ghecko 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 Federation Missile 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 Federation Missile

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-playable 3D arcade car-soccer game titled “Federation Missile.” Use a dark navy futuristic presentation and a third-person chase camera behind the player car. The game is played inside an enclosed rectangular stadium: a green grass pitch approximately 34 units wide and 54 units long, with tall dark blue metallic walls on all four sides and a dark roof. Add white field markings: a halfway line, a center line/circle, and additional transverse lines. Place blue seating/blocks along the outside of one end and orange seating/blocks along the opposite end. Add four corner light poles with bright cyan-white lamps.

Place a blue goal centered on one short end and an orange goal centered on the opposite short end. Each goal has colored posts, a crossbar, a deep back structure, and a roof. The player drives a small stylized race car starting near the orange end, facing toward the blue end; the opponent is a matching car at the opposite end, facing the player. Load/use a simple low-poly race-car model if available, tint or otherwise identify the sides with blue and orange UI/goal colors. Put a large white soccer ball at midfield, with physics: gravity, bouncing, friction, wall collisions, and car impacts that kick it away based on the car’s velocity and contact direction. Cars should be able to hit the ball from the ground or while jumping.

Core objective: score more goals than the bot by driving into and hitting the ball so it enters the opponent’s goal. A goal is awarded when the ball crosses the relevant short-end goal opening within roughly 5.2 units of the center width. After a goal, show a brief white expanding burst around the ball, reset both cars and the ball to kickoff positions, and run a 3-second countdown. The player score is shown on the left/blue side and the bot score on the right/orange side. End the classic match when either side reaches 5 goals or when the 3-minute timer reaches zero, then show “MATCH OVER” with the final score and buttons to restart or return to the main menu. Include a Training mode that uses an effectively infinite timer, otherwise retaining the same driving and ball interaction.

Player driving should support WASD and arrow keys: W/up accelerates forward, S/down reverses, A/left and D/right steer. Space jumps the car vertically. Shift activates a forward boost while driving, consuming a boost meter; boost should regenerate when not being used. Cap car speed and keep the car inside the pitch bounds. While boosting, show a short cyan trail behind the car. The bot should autonomously steer toward the ball, accelerate, remain inside the arena, and collide with the ball, providing a basic 1v1 opponent.

Use a smooth camera that follows behind and above the player, aims toward a point between the player and ball, and can be orbit-adjusted by dragging the arena with the pointer/mouse; clamp the vertical camera angle. Pressing C recenters the camera behind the car. Render with soft shadows, ambient/hemisphere lighting, a strong directional stadium light, subtle dark-blue fog, and a slightly glossy metallic look for walls and cars. The ball should be a large clean white sphere and the grass should have visible mottled blade-like texture.

Build the HUD as fixed HTML/CSS over the 3D canvas. At the top center, show a translucent rounded dark panel with the brand “FEDERATION MISSILE,” a blue “YOU” pill, the score formatted “0 — 0,” an orange “BOT” pill, and a timer formatted “03:00” (or an infinity symbol in Training). At the bottom center, show a labeled BOOST meter with a cyan-to-green horizontal fill bar. For touch devices, provide translucent circular controls along the bottom: left/right steering buttons on the left, and JUMP, BOOST, and forward/up controls on the right. The menu should be a centered translucent dark rounded panel with the large two-line title “FEDERATION MISSILE,” subtitle “Classic 1v1 car soccer,” a bright blue “PLAY CLASSIC” button, a darker “TRAINING” button, and the hint “WASD drive · Space jump · Shift boost / Arrow keys also work.” During countdown and match end, use a centered panel with large status text such as “3,” “2,” “1,” or “MATCH OVER,” plus the appropriate restart/menu buttons. Keep the interface clean, bold, spacious, and consistent with the dark navy, electric blue, orange, cyan, and white visual palette shown.

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