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Arcade › 仙途
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Recreate a browser-based 3D action/cultivation survival game titled “仙途” (Immortal Path) in Chinese. Use an elevated third-person perspective with a perspective camera initially positioned diagonally behind/above the player, then smoothly follow the player while looking down at them. The player is a small stylized humanoid monk character standing in the center of a dark nighttime wilderness. Around the center are two rough rings of short, irregular standing stones, with additional scattered rocks and simple low-poly conifer-like trees farther out. The ground is a broad muted dark green plane, the sky/background is nearly black-blue with fog, and many softly glowing blue-white firefly particles float above the terrain. Use subdued moonlit blue lighting, soft shadows, sparse ambient illumination, and a moody fantasy Chinese-xianxia atmosphere. Models can be stylized low-poly animated RPG assets: a monk for the player and cute animated demon creatures for enemies. Play idle, walking, and attack animations on the monk and walking animations on demons. Core loop: the player survives recurring enemy waves, approaches demons, and attacks them. Wave 1 begins after assets load with 4 demons (3 + wave number) spawning randomly around the player at a radius of roughly 12–18 world units; later waves add one enemy up to a maximum of 12. Demons continuously chase the player, rotate toward them, and attack when within about 1.2 units, dealing max(1, demon attack minus the player’s current defense) damage once per second. Each demon has a visible small red health label above it in the form current/max. Demon base health is 30, increased by 30% per wave after the first; attack is 5 + 2 per wave and speed is 1.5 + 0.08 per wave. The player’s basic attack is triggered by clicking/tapping the 3D canvas, has a 3-unit range and a 0.5-second cooldown, damages every living demon within range for the current cultivation attack value plus a small random variation of -3 to +3, briefly flashes hit enemies red, updates their floating health labels, and kills them when health reaches zero. Kills increment the kill counter and grant 5 + current wave points of qi. Once every demon in a wave is dead, increment the wave and spawn the next wave after 1.5 seconds. Movement uses WASD or arrow keys, moving the monk at speed 3 within a square boundary from -28 to 28 on both horizontal axes. The monk rotates smoothly toward movement direction and switches between idle and walk animations. Clicking/tapping the canvas while meditating first ends meditation and then performs the attack if possible. The player can also click the bottom-center meditation button labeled “🧘 打坐修炼”. It toggles between “🧘 打坐修炼” and “🧘 收功”; while active, the monk cannot move and continuously gains qi at 8 + 3 times the current cultivation level per second. Demons remain active and can attack during meditation. The meditation button changes to a gold-highlighted state while active. Cultivation progression: start at realm “练气期” with 100/100 health, 0/100 qi, attack 10, defense 5. The realm list is: 练气期 (100 HP, attack 10, defense 5), 筑基期 (200 HP, attack 20, defense 12), 金丹期 (400 HP, attack 40, defense 25), 元婴期 (800 HP, attack 80, defense 50), 化神期 (1500 HP, attack 150, defense 100). Qi is capped at the current maximum. At full qi, reveal a bottom-center “⬆ 突破!” button above the meditation button. Clicking it advances to the next realm, fully restores health to that realm’s maximum, resets qi to zero, increases qi capacity to 100 + 50 per realm level, hides the button, shows a centered gold notification such as “⚡ 突破!筑基期 ⚡” for about 2.5 seconds, and creates three expanding fading gold rings on the ground around the player as a breakthrough effect. Do not progress beyond 化神期. HUD should be a fixed, elegant dark translucent overlay using Georgia-style serif typography and Chinese labels. At the top center, show a rounded black translucent bar with a subtle tan border containing: “生命” and a red health value like “100/100” with a short red gradient bar; “灵气” and a blue qi value like “0/100” with a short blue gradient bar; “境界” and the gold realm name “练气期”; and “斩妖” with the purple kill count. At upper right show “魔潮 1” with the wave number larger. At bottom center place the blue translucent rounded meditation button, and conditionally the breakthrough button above it. Keep the UI sparse so the dark environment remains prominent. When health reaches zero, stop gameplay, stop meditation, show a full-screen dark blurred/translucent overlay with centered red title “道陨”, a summary like “练气期 · 斩妖 0 · 魔潮 1”, and a rounded button “重入轮回”. Restarting resets health, qi, realm, kills, wave, meditation state, attack cooldown, player position, removes all demons, and starts wave 1 again. Include responsive resizing and support mouse and touch input. The overall visual style should remain dark, atmospheric, low-poly 3D fantasy with blue moonlight, muted greens, faint glowing particles, and restrained gold/blue/red HUD accents.