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Arcade › Glass Half Full
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Glass Half Full was built by ni4mjnms4k 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 Glass Half Full 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 “Glass Half Full” as a short first-person 3D mascot-horror exploration game in Three.js. The player starts in the lobby of an abandoned 1930s wine restaurant and must find exactly three floating memory fragments, interact with each, then reach and interact with the front door to escape. Use a single rectangular indoor room approximately 34 units wide by 44 units deep, with the player beginning near the front/lobby end at (0, 1.66, 15.5), facing into the restaurant. The camera is a 70-degree first-person perspective with mouse/touch dragging to look, pitch clamped to roughly +/-1.2 radians. Use WASD for movement, Shift to run, E to interact; also support mobile with a left virtual joystick for movement, dragging elsewhere to look, and Run and Interact buttons on the right. Movement should collide with the walls, stage, tables/chairs, and bar counter; normal speed is about 3.5 and running speed about 5.7. Build the restaurant with warm-decayed, low-light 1930s styling: dark brown/red patterned wallpaper, worn dark wood floor, near-black ceiling, heavy dark fog, warm amber stage lighting, dim red lobby/fog lighting, shadows, a strong vignette, and subtle animated film-grain overlay. The room has four enclosing walls, a raised stage at the far/back end around z=-14.5 with a red curtain, and an illuminated sign reading “GLASS HALF FULL” with the subtitle “Mr. Wine welcomes every guest.” Add eight small round wooden restaurant tables arranged across the room, each with a central pedestal and two chairs, plus scattered debris. At the front end around z=17, add a broad dark bar counter and back shelving with small colored bottles. Put the front exit door at the lobby/front wall around z=22; it begins dark and blocked, then becomes faintly green-lit and interactable after all memories are collected. Place three collectible, rotating and gently bobbing octahedral memory fragments with point-light glows: a blue fragment near (-12, 1, 13), a blue fragment near (11.5, 1.15, 2.5), and a gold fragment on the stage near (0, 1.55, -14.5). They are collected only when the player is within about 2.15 units and presses E/taps Interact. Hide the fragment and its glow after collection. Show contextual objectives: initially “Search the restaurant and recover the 3 memory fragments,” then near a fragment “Press E or tap Interact to collect the memory fragment,” and after all three “Escape through the front door before Mr. Wine catches you.” Display narrative messages for each fragment: first mentions a stagehand demanding maintenance keep the mascot away from children; second mentions footsteps, shattered glass, and that he kept smiling after screaming; third says the door alarm resets and the lobby sign flickers green. The antagonist is Mr. Wine, a moving mascot made from a transparent glass wine goblet: translucent glass bowl, stem and base, a deep red wine/liquid cylinder, and a flat animated face texture on the bowl. His face has outlined eyes and a broad smile. Make him hover/bob slightly, animate the glass/liquid, face the camera, and give him a dim red halo. He patrols through waypoints around the room, moving continuously. Start him around (0,0,-8), with patrol points roughly (-10,-10), (0,-13), (10,-9), (12,4), (-8,6), (-12,-3). The player has a “dread” meter that generally decreases when not threatened, increases when looking directly at Mr. Wine within range, and increases strongly when he is very close; reaching 100 causes a loss. Implement four escalating Mr. Wine phases shown in the HUD: Charming, Distant, Cracking, and Uncorked. Phase progression is driven by elapsed madness time and collected memories: Charming at the start; Distant after 18 seconds or the first fragment; Cracking after 42 seconds or the second fragment; Uncorked after 78 seconds or the third fragment. Charming uses normal scale and speed about 1.15. Distant scales him to about 1.12 and speed 1.55, with a message that he stops waving and watches from farther away. Cracking scales him to about 1.38, speed 2.1, makes a dark red wine spill visible on the floor, and redraws the face with a crack through the smile; show the message about a crack and red wine spilling down the stem. Uncorked scales him to about 1.82, speed 2.9, keeps the spill, adds more prominent cracks and pale glowing pupils, and displays “He uncorks himself. The front door clicks open. Run.” At Cracking he can chase when within roughly 8.5 units; at Uncorked he chases when within roughly 18 units. If Uncorked reaches about 1.55 units, the player loses. The HUD should be an unobtrusive dark translucent panel at the top with “Memories 0 / 3,” “Mr. Wine: Charming” (updated per phase), the current objective, and a horizontal red/pink dread meter. Desktop help should read approximately “WASD to move • drag to look • E to interact • stay out of his stare.” Use serif/Georgia-like typography, cream text, muted gold accents, dark brown/black panels, and red buttons. Add an introductory full-screen overlay titled “Glass Half Full,” labeled “1930s mascot horror,” with the exact premise that Mr. Wine was the smiling face of the restaurant, it closed after a child died near the stage during a 1960s work incident, and now the mascot grows distant, larger, and wrong. Include the goal and control instructions, an “Enter the Restaurant” button, and a “Show the Incident Note” button. The incident note should reveal: “Incident note — 1963: ‘Mascot maintenance was active during open hours. Stage glass collapsed. One child was struck in the panic. Mr. Wine was removed from the floor too late.’” When the player reaches the unlocked front door after collecting all three fragments and interacts, show a full-screen win overlay titled “You Escaped,” with text explaining they carried the restaurant’s last memory into the night and Mr. Wine is still smiling in the doorway, cracked, dripping, and too tall for the frame. If dread reaches 100 or Uncorked Mr. Wine catches the player, show a loss overlay titled “His Smile Stayed,” explaining that Glass Half Full goes dark again. Include a “Play Again” button that resets the player, fragments, phase, timer, door, and dread. Keep the aesthetic grounded in the visible implementation: stylized but simple geometric 3D assets, canvas-generated textures, fog, warm decay, red wine highlights, vignette, and film grain; do not add weapons, combat, inventory, additional rooms, or unsupported mechanics.