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Football Adventure

  • 3d
  • football
  • soccer
  • third-person
  • sports
  • arcade
  • physics
  • low-poly
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. Sirwini Goodluck built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Football Adventure yet. Play it, then tell Sirwini Goodluck what you would add next.

Make your own game

Football Adventure was built by Sirwini Goodluck 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 Football Adventure 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 Football Adventure

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 third-person football/soccer adventure game titled “Football Adventure.” Use a Three.js-style WebGL scene with a behind-the-player third-person camera that follows a blocky humanoid football player, and allow clicking/dragging to look around. The player starts at the center of a rectangular green grass pitch and is a low-poly/blocky character wearing a blue football shirt, dark shorts, and blue/dark lower clothing; use a Kenney-style blocky character with idle, walk, sprint, and kick/melee animations where available. Keep the camera close enough that the character is prominent in the foreground, as in the provided view.

Build a simple outdoor stadium-like environment with a bright sky-blue background and light atmospheric fog. The pitch is approximately 78 units wide by 58 units long, with dark green grass and shadows from directional sunlight. Add white field markings: a narrow center line running across the field’s length, a simple center marking, and rectangular penalty-area lines near both ends. Place a goal at each short end of the field (around z=-30 and z=+30): each goal has two dark posts about 6.6 units apart, a dark horizontal crossbar around 2.6 units high, and a translucent gray net. Add several stylized trees around the perimeter and scattered decorative grass patches outside/around the pitch, with soft ambient and sun lighting and cast shadows.

Place six small red football-like balls around the field at the initial positions approximately (4,6), (-5,-7), (9,-11), (-7,10), (2,-15), and (-10,3) in x/z coordinates. Balls rest on the ground, have simple physics, and should visibly roll, bounce, and slow down with friction. Keep them inside field bounds of about x=±38 and z=±28, bouncing back when they reach the boundaries. Apply gravity, ground collision, a bounce factor of about 0.6, and friction so kicked balls gradually stop.

Implement movement using WASD and arrow keys through a third-person character controller. Normal movement speed is about 7.5, holding Shift runs at about 13.5, and Space makes the player jump with jump speed about 11 and gravity about -22. The player should face their movement/look direction. When a ball is within roughly 1.7 units of the player and near the ground, gently dribble it toward a point about 1.15 units in front of the player, damping sideways motion. Press K to kick: find a ball between about 0.4 and 2.8 units in front of the player, then launch it strongly in the player’s forward direction with power about 17 and an upward velocity around 4.5; trigger the character’s kick animation. Press H to head: if a ball is within about 2.2 units of the player’s head, launch it forward with power about 7 and upward velocity around 13. The kick/head actions should affect only nearby balls in front/within range.

Award one point whenever a ball enters either goal area: the ball must be below about 1.8 units high, within the goal width (absolute x less than about 3.4), and cross beyond z=-28.5 or z=+28.5. On scoring, increment the score and reset that ball to a random x between roughly -3 and +3 near the opposite side/field end with zero velocity (the implementation resets to z=8 after the negative-end goal and z=-8 after the positive-end goal). Do not add opponents, lives, timer, inventory, or other goals not shown by the mechanics.

Overlay a fixed HUD above the game. In the upper-left, show “Score: 0” initially and update it for every goal; use large white text with a subtle dark shadow inside a dark translucent rounded rectangle. Along the bottom center, show a dark translucent rounded instruction panel with the exact control guidance: “WASD / Arrows: Move   Shift: Run   Space: Jump” on the first line, “K Kick   H Head” on the next line, and “Click to look around” beneath it. Make the overlay non-blocking to gameplay, preserve the full-screen responsive canvas, and hide scrollbars. Use a clean low-poly/cartoon visual style, vivid sky blue, green field, white markings, red balls, dark goals, and strong soft character/tree shadows.

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