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Arcade › Frontera de Hierro
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Frontera de Hierro was built by Obitos 1234 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 Frontera de Hierro 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 a browser-based 3D third-person low-poly survival action game titled “FRONTERA DE HIERRO,” with all player-facing text in Spanish. Use a large square green outdoor terrain under a muted sage-green sky/background with light atmospheric fog, warm directional sunlight, soft shadows, and a stylized medieval/fantasy low-poly look. The player is a fully modeled armored warrior viewed from behind and slightly above by a smooth follow camera; the character has dark gray armor, brown accents, a helmet/long brown hair silhouette, and a visible sword. Start the player near the center of a compact circular camp plaza made from brown earth, surrounded by a thin pale-gold ring marking the safe camp. Place a barrel and a supply chest near the camp, plus scattered low-poly trees and rocks around the wider green field. Put three hostile low-poly goblin NPCs in the surrounding wilderness at approximately (10,-8), (15,-2), and (-12,-10) relative to the player/camp. Put three glowing cyan/blue iron fragment resource nodes farther out at approximately (8,-3), (12,-6), and (16,-9), and two brown wood resource nodes at (-8,-10) and (-14,-4). Resources should be simple readable glowing geometric pickups: faceted cyan octahedrons for iron and short brown polygonal cylinders for wood. Core gameplay: the player can move freely over the ground using WASD on desktop or a virtual joystick on touch devices, jump with Space, and use a touch-friendly action interface. The third-person camera follows the player, can orbit/adjust through the camera controls, and keeps the avatar centered in view. Use normal gravity, a move speed around 4.1, jump speed around 8, and gravity around -22. Add an attack action on keyboard E and a large mobile button labeled “⚔ Atacar.” Attacks are short-range melee strikes with about 2.5 world-unit reach, a 0.65-second cooldown, and cost 8 stamina; show feedback when the attack misses (“El ataque no alcanzó a nadie”), hits (“Golpe conectado”), or defeats a goblin (“Goblin derrotado · +12 XP”). Each goblin starts with 55 HP and takes 35 damage per successful nearby strike, requiring two hits to defeat. Defeated goblins disappear and have a 60% chance to award one iron fragment. Goblins remain idle when far away, but when the player comes within 10 units they chase at about 1.1 units/second, face the player, and attack at close range within about 2.1 units every 1.4 seconds for 7 damage. Use idle/run/hit animations if available. Add a gathering action with a mobile button labeled “✦ Recolectar.” When the player is within about 2.2 units of an active resource, gathering hides/removes that node and adds one to the matching inventory count, showing “Fragmento de hierro recogido” or “Madera recogida.” If no resource is close, show “No hay recursos cerca.” Iron and wood do not respawn during the session. The initial mission is to collect three iron fragments; after collecting three, change the quest message to “Vuelve al campamento con los fragmentos.” The implementation does not need to add an extra turn-in interaction beyond that text state. Build a clear Spanish HUD over the 3D view. In the upper-left, use a dark translucent rounded rectangular panel with a subtle gold border and shadow. Display the large gold title “FRONTERA DE HIERRO,” subtitle “Campamento del Robledal · Día 1,” a red horizontal health bar initially at 100%, a gold/yellow horizontal stamina bar initially at 100%, and the status line “Nivel 1 · 0 fragmentos · 0 madera,” updating live as resources change. In the upper-right, show another dark panel titled “Encargo del campamento” in gold and the mission text. At the bottom center, show a dark translucent hint panel reading “WASD / joystick para moverte · Espacio para saltar · E para atacar · Acércate a los recursos.” On the lower-right place the two brown/gold outlined action buttons for attack and gathering. On mobile, reposition the quest panel above the controls and make the hint span most of the width; include a translucent circular virtual joystick/control area in the lower-right or lower corner consistent with the reference presentation. Put temporary dark translucent toast notifications near the upper-middle of the screen, fading out after roughly two seconds. Use a 55-degree perspective camera with near/far clipping around 0.1/80, antialiased rendering, soft shadow maps, ACES-like warm tone mapping, and subtle fog so the presentation feels like a polished compact prototype. The world should have a broad green ground plane, a brown circular camp clearing, sparse trees and rocks distributed around the outer area, and no visible debug overlays. Ensure keyboard and pointer/touch controls both work, resource proximity and enemy collision/proximity logic are readable, stamina regenerates gradually toward 100, health cannot fall below zero, and the HUD updates immediately after damage, gathering, and combat events.