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Arcade › Immeuble R+3
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Immeuble R+3 was built by Daouda Mare 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 Immeuble R+3 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 exploration game titled “Immeuble R+3” (French for a ground floor plus three upper floors). Use a Three.js-style real-time 3D scene with a dark blue-gray background and matching fog, a perspective follow camera positioned behind and above the player, soft shadows, warm directional sunlight, cool fill lighting, and an understated stylized architectural presentation. Build a four-level explorable apartment/office building stacked vertically. The floor elevations are approximately 0, 3.1, 6.2, and 9.3 world units. Every level is an 18-by-16 unit rectangular floor slab with perimeter walls: a rear wall, left and right side walls, and two separated front wall sections leaving a central/front opening. Give the floors a slate gray material, walls a warm off-white/beige material, and architectural trim/core elements a dark charcoal material. Put a large translucent blue glass window panel across the front opening area on each floor. In the center of each level, add a dark rectangular elevator/stair core, and on the right side of the core create a visible stair run made of eight small dark steps rising toward the next level. The floors, perimeter walls, and core must act as solid collision geometry so the avatar cannot walk through them. Ceilings should be present visually but not block the player from moving between levels where the intended stairs/openings allow it. Use a stylized, rigged low-poly casual male character as the player avatar. Spawn him on the ground floor near (-5, 0.05, 4.5), facing inward. Give him idle, walk, run, jump, fall, and land animations, switching animations based on movement state. Support free movement with a third-person camera and gravity, jumping, slope limit around 38 degrees, movement speed around 4.2, jump speed around 8, and gravity around -22. Support keyboard WASD and arrow keys, space to jump, and a touch joystick on mobile. The camera should follow the avatar at about six units distance. The player should be able to physically explore the floors using the stairs, while floor selector buttons provide direct teleportation: selecting a floor places the avatar back at x=-5 and z=4.5 at that floor’s elevation. Populate the floors with simple stylized furniture from low-poly furniture assets. Place sofas, desks, chairs, round table lamps, and small potted plants in differing arrangements on the first three floors and terrace/common top floor: sofas roughly at the back/side areas, desks near the front and side walls, chairs beside desks, lamps near furniture, and plants near corners. Include a rectangular rug on every floor near (-3, -3); use a muted red rug on the ground floor and dark charcoal rugs on the upper floors. Add floating in-world floor labels near the front window area: “LOBBY” on the ground floor and “ETAGE 1”, “ETAGE 2”, and “ETAGE 3” above the corresponding upper floors, rendered as readable light-colored text sprites. Overlay a fixed French HUD over the game. In the upper-left, show a dark translucent rounded panel with the title “Immeuble R+3”, a status line that initially reads “Rez-de-chaussée — déplacement libre” (and updates to the current floor name, using “R+1 — bureaux”, “R+2 — appartements”, or “R+3 — terrasse commune”), and the instruction “Joystick tactile ou WASD / flèches · Espace pour sauter”. In the upper-right, show four rounded floor buttons labeled “RDC”, “R+1”, “R+2”, and “R+3”; the current floor button is turquoise/green and the others are ochre/gold. Buttons have dark text and a subtle shadow. Keep the HUD non-blocking except for the panel and buttons, and show a centered loading overlay reading “Chargement de l’immeuble…” until the 3D assets are loaded. There are no enemies, weapons, collectibles, score, health, timer, or win condition: the core experience is free movement and architectural exploration across the four floors.