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Arcade › NameGate Runner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. example555 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about NameGate Runner yet. Play it, then tell example555 what you would add next.
NameGate Runner was built by example555 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 NameGate Runner 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-playable Three.js 3D movement sandbox titled “NameGate Runner.” Use a full-window WebGL canvas with a dark navy background (#0b1020), matching dark fog extending across a large 120x120 flat ground plane colored deep blue (#162042). Light the scene with soft hemisphere light and a white directional light casting soft shadows. Keep the environment intentionally empty: no coins, rocks, enemies, platforms, buildings, or other obstacles. The only local avatar is a simple low-poly cyan/sky-blue capsule character, about 1.2 units tall with a 0.55 radius, standing on the ground; it should cast and receive shadows. Keep the movement area bounded to approximately x/z ±55. The game is gated by a centered full-screen translucent dark overlay on initial load. The overlay has a panel titled “NameGate Runner,” the text “Enter your name to play,” a Player name input, Play button, validation error area, and hints: names must be 2–16 characters and controls are WASD/Arrows to move, Space to jump, and mouse drag to rotate the camera. Require a trimmed, non-empty name between 2 and 16 characters before starting. Collapse internal whitespace, trim punctuation-like characters from the ends, reject too-short or too-long names, save valid names in localStorage, and show the saved name in the HUD. If a valid saved name exists, prefill/use it and allow play; otherwise keep gameplay blocked until the name is entered. A Change name HUD button reopens the gate. Once playing, provide responsive physics-like movement: WASD and arrow keys move relative to the camera’s horizontal facing direction, with a movement speed around 8, gravity around -20, and Space jumping with an upward velocity around 8.2. Keep the capsule grounded at a center height around 0.8, apply reduced air control, and clamp the player to the bounds. Press R or click Restart to reset the player to the origin, clear velocity, and restart the elapsed run timer. There is no actual collection or win objective in this version—the coin system has been removed—so do not spawn coins or display a coin counter in the visible HUD. Show a continuously updating timer in tenths of a second. Support two camera modes. The implementation should start in first-person: put the camera at the player position plus roughly 0.65 units of head height, hide the local capsule body, and use pointer-lock mouse look when the canvas is clicked. F toggles between first-person and third-person. In third-person, use an orbit camera with damping, no panning, a distance range of about 6–28 units, a target near the player’s upper body, and mouse drag to orbit; show the cyan capsule. In the HUD, the view pill should read “View: 1st” or “View: 3rd,” and the View button toggles the mode. The camera should resize correctly and support high-DPI rendering. Place a compact translucent rounded HUD panel in the upper-left, with light blue-white text and rows resembling: “Player: <name>” plus Change name; “Time: 0.0s” plus Restart; a Voice button with a “Voice: off” status pill; a View button with a view-status pill; and a Face button with a “Face: off” status pill. Style buttons as dark translucent rounded rectangles with thin light borders, and status values as rounded pills. Do not show the hidden Coins label. Implement optional webcam face reveal. Clicking Face requests the user’s webcam video, maps it as a live texture onto a square floating card about 1.2 by 1.2 units above the capsule’s head, and makes the card face the third-person camera. Show “Face: on” after success, “Face: blocked” if permission fails, and “Face: off” when disabled. Only show the face card in third-person; hide it in first-person. Stop the media tracks and dispose of the texture when disabled. Include a Voice button that opens a right-side translucent “Voice chat” panel. It must visibly contain Start mic and Mute buttons, Create offer and Create answer buttons, a readonly “Your code (copy this)” textarea with Copy, an “Other player code (paste here)” textarea with Apply remote, a note explaining that there is no server and signaling uses manual copy/paste WebRTC, and a hidden/inaudible remote audio element. Use WebRTC with Google STUN servers when available: microphone capture, mute/unmute, manual SDP offer/answer copy-paste, remote audio playback, and a WebRTC data channel on the same connection. When connected, synchronize each player’s name, position, and camera quaternion at roughly 20 Hz. Render the remote player as a smooth-following red/pink low-poly capsule, only visible while the data channel is open. Update voice statuses such as off, mic ready, muted, connecting, connected, connected (data), disconnected, failed, offer ready, or answer ready. Ensure the name overlay freezes movement while visible, but keep rendering the empty scene behind it. Use clean dark translucent glass-like UI panels, subtle blur, rounded corners, and a minimal low-poly night-sandbox aesthetic matching the supplied screenshot.