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Arcade › Pirate Archipelago
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Pirate Archipelago was built by Shadow King 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 Pirate Archipelago 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.
Rebuild a browser-playable 3D naval action game titled “Pirate Archipelago,” using Three.js and a clean low-poly/cartoon pirate-kit visual style. The camera is a third-person, elevated orbit camera looking down at the player’s medium pirate ship from behind/above over a large open teal-blue ocean. Allow the player to orbit the camera by dragging the right mouse button; clamp the camera’s vertical angle so it stays in an elevated gameplay view. Use a bright cyan sky-colored background with atmospheric fog, soft warm directional sunlight, hemisphere lighting, and real-time shadows. Make the ocean a large square plane with subtle animated vertex waves, dark turquoise water, and a few distant low-poly islands made from tan sandy circular bases and green conical hills. Place four islands around the play area, approximately at (-22,-18), (25,-10), (-18,23), and (28,24), plus visible pirate scenery near the western island: a palm tree, a wooden dock/platform, and a barrel. The controllable player is a stylized medium wooden pirate galleon centered on the sea, with a brown hull, mast, rigging and a large dark navy/black sail, loaded from a low-poly pirate ship asset. It should have heading, acceleration, friction, steering, and bounded movement: W accelerates forward, S reverses/brakes, A and D turn, and the ship gradually slows when no sail input is held. Display the ship’s movement speed in knots, with a maximum forward speed around 6 internal units (HUD speed is internal speed multiplied by 2.2), reverse speed around -2.6, and keep the ship inside a roughly 110-by-110 ocean region. Place three small enemy pirate ships around the map, at varied positions such as (-10,-26), (22,3), and (-27,14). They move slowly and continuously across the water with slight wandering headings, and use smaller versions of the same low-poly pirate-ship style. Enemy ships have 100 hull health. The main naval combat action is firing a broadside. Clicking the left mouse button, or pressing the “Fire Broadside” button, spends one cannonball and creates two dark cannonball projectiles, one from each side of the ship, traveling outward in opposing angled directions. Projectiles travel quickly, expire after about 2.2 seconds, and damage an enemy ship for 22 hull points when they come within roughly three world units. When an enemy reaches zero hull, hide it, award the player 90 gold and 8 wood, and show a temporary notification such as “Rival gang ship sunk — cargo recovered.” Do not invent enemy cannon fire or ship collision damage; the implemented naval enemies only wander and can be damaged by the player’s cannonballs. Add a close-range grappling/boarding mode. Press E or click “Grapple / Board” to board the nearest visible enemy ship only when it is within about 11 world units; otherwise show “Close to an enemy ship to board.” In boarding mode, stop ship movement and switch the camera to a much closer orbit view centered on a visible blocky player pirate character on a small deck area. Show a blocky enemy captain character nearby. Let the player move the boarding hero with W/A/S/D inside a compact bounded area; left-click or the main action button becomes a cutlass slash, with a visible sword swing/cutlass made from a metallic blade and gold guard. Slashes have a short cooldown of about 0.45 seconds and deal 34 damage when the enemy captain is within four units. The enemy captain follows/chases the hero and occasionally strikes at close range, reducing a separate boarding hero HP value by 8; allow Space to perform a dodge roll with a cooldown around 0.9 seconds, shifting the hero laterally according to A/D and backward. When the captain reaches zero HP, hide the captain, set the infamy label to “Legendary,” and award 140 gold, 18 wood, and 4 cannonballs, with a notification “Enemy captain defeated — boarding loot secured!” Press E or the button again to leave boarding mode, hide the characters, return to the helm, restore the normal camera distance, and show “Back to the helm.” Create a fixed translucent dark-blue HUD over the game. In the upper-left, show the gold title “PIRATE ARCHIPELAGO,” followed by Hull Integrity with a numeric value and a red horizontal bar, Sail Speed with a numeric knots value and cyan bar, and Crew Morale fixed at 82 with a yellow bar. Initialize gameplay state to player hull 100, gold 370, wood 52, cannonballs 19, and infamy “Rogue” (the HTML may briefly contain older placeholder values, but the live game state should use these values). In the upper-right, show Gold, Wood, Cannonballs, and Infamy. Keep hull at 100 during the implemented normal sailing/combat loop unless you add only mechanics explicitly supported by the source; the displayed hull bar should still update from the player hull value. At the top-center, show temporary rounded dark notification pills with a gold outline for events such as “Broadside fired!”, “BOARDING DECK — slash with click, dodge with Space,” “Dodge roll,” and loot/boarding messages. At bottom-left, include a dark rounded control legend reading: W/S sail, A/D steer, LMB fire broadside, E grapple, and drag RMB orbit. At bottom-center, provide two large rounded pale-yellow buttons: “Fire Broadside” and “Grapple / Board”; in boarding mode the second changes to “Leave Boarding,” and the first performs the cutlass slash. Add a circular minimap at lower-right with a cyan/blue translucent fill, outer rings, and small dots: a glowing white player dot, red enemy dots, and larger tan island dots. Update the player and enemy positions on the minimap in real time, but preserve the sparse implementation style where only two enemy markers and two island markers are shown even though the world contains three enemy ships and four islands. Make the interface responsive and pointer-friendly, disable context-menu behavior so right-drag can orbit, and ensure the overall presentation matches the screenshot: bright turquoise sea, centered dark-sailed pirate ship, chunky low-poly assets, strong shadows, and compact arcade-style HUD.