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Arcade › Last Great General
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Remix Last Great General 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.
Create a browser-based single-player 3D third-person management-and-exploration game titled “The Last Great General.” Begin with a full-screen dark navy/charcoal title menu in an elegant classical serif style, with a thin gold border around a centered panel. Show the title “THE LAST GREAT GENERAL” in large gold lettering, the subtitle “Rule a living ancient empire as the Supreme General. Explore the capital, command forces, build defenses, and decide the kingdom's future.”, buttons “Begin New Chronicle” and “Continue Saved Chronicle,” and the footer “Browser edition · single-player · local saves.” After starting, show a real-time low-poly ancient/medieval capital in a large grassy kingdom under a muted blue-gray sky with fog, soft shadows, warm sunlight, and an earthy palette of green grass, brown roads, gray stone, red roofs, dark wood, and blue water. Use a third-person camera following a playable humanoid knight/avatar named the Supreme General. The avatar starts near the capital’s southern interior approach at approximately (0, 0, 22), with a horse stationed outside the General’s estate to the west. Movement is 3D WASD, mouse look, Shift sprint, Space jump, and E interact; include a bottom-center instruction prompt reading “WASD move · mouse look · Shift sprint · Space jump · E interact.” Build the visible world as a navigable kingdom: a broad central road grid crossing the terrain, a vertical river on the eastern side, scattered rocky hill formations and forest trees around the outskirts, and a walled capital approximately 60 by 60 units. The capital should have gray segmented perimeter walls, four corner stone towers with red roofs, and a staggered double-barbican eastern entrance with inner and outer gates, gatehouses/towers, and a turning lane. Inside the capital place a central stone fortress with a red roof and a wooden palace section, plus clearly separated wooden-roofed districts/buildings: Barracks, Market, Academy, Workshops, Government Office, and Hospital. Outside to the west, create a large General’s Estate with a red roof, stone courtyard, blue rectangular personal swimming pool, and four simple garden trees. Include a dark underground entrance near the capital’s southeast interior and visible dark bunker command room/tunnel geometry below ground. Use simple boxes, cylinders, planes, and imported low-poly assets if available; the game’s visual language is functional low-poly 3D rather than realistic detail. Provide a fixed HUD after starting. At the top-left show a status badge such as “Supreme General · Day 1 · 06:00 · Capital” that changes to “Exploring” while moving and advances time. At the top-right provide gold-edged buttons: “Kingdom,” “Military,” “Construct,” “Save,” and “Pause.” Keep an event log at bottom-right showing the most recent five notifications, including green positive messages and red danger messages. Opening panels should pause or overlay the game in dark translucent panels with gold borders and serif typography. Implement the simulation state and management systems. Start with Day 1, hour 6, treasury 12,500 silver, personal gold 680, food 920, timber 410, stone 360, ore 220, population 1,840. Start the army with 240 infantry, 80 archers, 36 cavalry, 78% readiness, and 82% morale. Track diplomacy with Jade March 42, North River 58, and Iron Pass 31. Each in-game hour (advanced by 0.25 hours roughly every 8 real-time seconds) add 6 treasury, 2 timber up to 600, and 1 stone up to 600; food changes by 3 minus 0.004 times infantry, never below zero. Advance the day when the hour reaches 24. Periodically create a border-dispute event: after 600 simulation seconds, choose one rival randomly, reduce its relation by 4 (not below -100), and log a danger message saying diplomacy requires attention. The Kingdom panel should display treasury, population, food, timber/stone, army composition, and “Public Order: Stable,” explain that economy, supplies, and diplomacy are simulated locally, and list the three rival kingdoms with their traits and relation values: Jade March is trade-focused, North River defensive, and Iron Pass expansionist. The Military panel should display readiness and morale, offer “Recruit 10 infantry,” and offer “Assign capital patrol.” Recruiting succeeds only if population is above 10, treasury is at least 120, and food is at least 20; consume 10 population, 120 treasury, and 20 food, add 10 infantry, reduce readiness by 1, and log a positive message. Otherwise log a recruitment-denied danger message. Assigning a patrol increases morale by 2 up to 100 and logs a positive message. The panel should mention that the double-barbican gates are manned and that supply shortages reduce readiness. The Construction Office should offer four structures: Watchtower for 70 stone, Warehouse for 80 timber, Garden for 20 timber, and Emergency bunker for 120 stone. After choosing one, close the panel and make a placement preview/selection follow the player; press E to place at the player’s current location, or Escape to cancel. Deduct the appropriate material unless Creative Mode is enabled, create the corresponding simple low-poly structure, record it, and log its completion coordinates. If materials are insufficient, cancel placement and log a danger message. Make E context-sensitive. At the General’s Estate, open “Personal Estate & Pool” showing that the compound is secure, personal treasury 680 silver, a “Change to ceremonial armor” wardrobe button, and a small history room listing recent events. At the central fortress, open Military Command. Near the Hospital, show medical stores equal to floor(ore/3) and current readiness. Near the Government Office, open the Kingdom Overview. Near the starting capital guard area around (0, 22), show a guard report stating the outer barbican is secure, inner gate operational, roads open, and the current infantry on duty. In other locations log “There is no useful interaction here.” Support local browser saves with “Save,” storing the complete chronicle and player position in local storage, and “Continue Saved Chronicle,” restoring it when available; report if no save exists or save data is invalid. “Pause” opens a panel explaining that time pauses while it is open and provides Resume. Escape closes panels and cancels construction placement. Keep the game playable as an explorable 3D scene while management panels are used for decisions. Do not add combat, quests, invented factions, or mechanics beyond this capital exploration, resource simulation, diplomacy events, military recruitment/patrol, construction placement, estate interactions, and local save system.