Arcade › 人生长跑
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Remix 人生长跑 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.
Rebuild a minimalist Three.js-style 3D click-to-step game titled “一步前进” (“One Step Forward”). Use a full-screen, borderless canvas with a clear sky-blue background (#87ceeb), no visible horizon, terrain, scenery, enemies, score, lives, or other HUD. Place a narrow, straight dark asphalt road centered on the Z axis, made from repeated short road segments extending from roughly z=-12 through z=12; the road should appear as a long thin trapezoid receding toward the center/top of the screen. Use soft bright hemisphere lighting plus a white directional light with shadows. Place a small blocky humanoid character on the road at (0,0,0), scaled to about 0.8, rendered with a Kenney-like low-poly/blocky character model. The character faces forward along +Z, toward the far end of the road, with arms extended sideways in the visible pose and green clothing/limbs with a light face/head area as seen in the reference. Keep the visual composition strongly centered: a third-person perspective camera starts at (0,4,-8), looking toward the character, with a 75-degree perspective field of view. The camera continuously follows the player from behind at z=playerZ-8, x=0, looking at the player around one unit above its position, so as the player advances the road and character remain centered. The only gameplay mechanic is advancing exactly one step per screen click/tap. Display a fixed, centered, noninteractive white sans-serif instruction at the top reading “点击屏幕,人物向前走一步” (“Click the screen, the character walks one step”), with a subtle dark text shadow. Every click increases the target Z position by exactly 1.0 and starts movement toward that target. Move the character forward at 2 world units per second until it reaches the target, then stop precisely; repeated clicks queue additional one-unit targets by continuing to increase the target position. While moving, apply a very subtle vertical bob based on forward position (approximately sin(z*8)*0.05). The original implementation loads a built-in idle/walk-capable character asset, but its effective visible behavior is a simple character moving forward one step at a time; do not add jumping, turning, lateral controls, obstacles, win states, combat, collectibles, or progression systems. Use antialiasing, responsive resizing, and keep the scene playable by clicking anywhere on the canvas.