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Arcade › Raven Bastion
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Raven Bastion was built by Hoai Nam 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 Raven Bastion 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 3D third-person fortress-defense shooter titled “RAVEN BASTION.” Use Three.js-style rendering with a dark anime/arcade military presentation: deep navy-black sky and fog, muted slate courtyard, burgundy/red fortress walls and tower caps, warm cream typography, crimson accents, and simple stylized low-poly character models. The game is a complete solo combat slice; do not imply functioning multiplayer. Start on a full-screen title/menu overlay over the scene. The central dark panel has clipped/angular corners, a thin crimson border, and the eyebrow text “FORTRESS DEFENSE // ANIME CO-OP SLICE,” a large two-line “RAVEN BASTION” title, and the subtitle “The eastern wall is failing. Take the high ground, keep the gate alive, and make every round count.” Provide a crimson “DEPLOY SOLO” button and a dark “MISSION BRIEF” button. Show the desktop control hint: WASD move, mouse aim, LMB fire, RMB scope, R reload, 1–4 loadout, E resupply, Esc menu. The brief screen should describe “OPERATION 01 / THE RED COURTYARD,” holding sectors, patrolling the inner yard, using supply crates, shamblers at the gate, runners through breaches, and surviving the final wave, with Back and Deploy buttons. On deployment, create a contained square fortress courtyard viewed in third person behind a female soldier/sharpshooter avatar. Use a follow camera with approximately 62-degree perspective, about 7 units behind the player; mouse controls aim/camera and WASD controls movement. The player begins near the inner courtyard at (0, 0, 6), with a stylized female soldier model, and can jump through the third-person controller. Build the environment from simple block geometry: a large square gray courtyard floor, four enclosing burgundy stone walls around approximately x/z ±19, roughly 5 units tall, crenellated battlements along the walls, four tall corner towers with darker bodies and red caps, inner keep/corridor blocks around the courtyard, an eastern red gate, two ochre supply crates, and a red signal-fire block. Add a dark translucent moat-like plane outside/under the fortress, cool hemisphere lighting, warm directional light, and atmospheric fog. The objective is to defend the eastern gate/fortress from undead attackers. Display a full-screen HUD during play. At top-left show “FORTRESS INTEGRITY” and a crimson-highlighted 100% value; at top-right show “WAVE / OBJECTIVE” and the current PREPARE or wave/timer state. Keep a small combat feed below the top-left for messages such as mission start, wave announcements, hit regions, reloads, and enemy kills. Place a simple cream crosshair at screen center. At bottom-left show “RAVEN / SHARPSHOOTER,” player health as “100 HP,” and four loadout slots: 1 SNIPER, 2 PISTOL, 3 KNIFE, 4 GRENADE, with the selected slot outlined in crimson. At bottom-right show the current weapon and ammo, plus an “[E] RESUPPLY” prompt when near loot. Display a large translucent circular scope overlay with horizontal and vertical reticle lines while RMB is held. Implement the four weapons and exact basic behavior: slot 1 RAVEN MK-I sniper, magazine 5, reserve 24, 70 damage, 0.95-second fire interval, 2.2-second reload, range 90; slot 2 VESP PISTOL, magazine 12, reserve 72, 23 damage, 0.2-second interval, 1.6-second reload, range 35; slot 3 FIELD KNIFE, one use, 55 damage, 0.65-second interval, short 3-unit range and multi-target designation; slot 4 EMBER GRENADE, 3 grenades, 95 base damage, 1.2-second interval, 16-unit blast radius and multi-target area damage. Number keys switch weapons. LMB fires, consumes ammo, and raycasts from the camera center toward enemy hitboxes. Support head, torso, and legs hit regions: head damage is multiplied by 2.5, legs by 0.6, torso is normal; show small red hit rings and a warmer headshot effect, and feed messages such as HEADSHOT, HEAD/ TORSO/LEGS HIT, or SHOT. If a magazine is empty, show “EMPTY — PRESS R.” R reloads if reserve ammo exists; show a reload message and refill after the weapon-specific reload time. RMB only toggles the scope overlay while held. Use stylized animated humanoid zombie enemies that spawn at random edges of the courtyard, then walk directly toward the central gate point around (0,0,0), turning toward it. Include three types with visible scale/speed/health distinctions: SHAMBLER (normal, 120 HP, speed 1.2, 5 gate damage), RUNNER (smaller, 80 HP, speed 2.9, 5 gate damage), and HEAVY/BREAKER (larger, 300 HP, speed 0.75, 10 gate damage). Each has head, torso, and leg hitboxes. When killed, hide the model, increase score by 80 for a shambler, 120 for a runner, or 250 for a heavy, and feed “SHAMBLER DOWN,” “RUNNER DOWN,” or “BREAKER DOWN.” Enemies attack the fortress when within 3 units of the gate, on a 1.2-second attack cooldown, reducing fortress integrity. The visible player-health system may remain at 100 HP as in the solo slice; the actual loss condition is fortress integrity reaching zero. Run the staged wave progression: begin with a 6-second PREPARE period and message “MISSION START // HOLD THE WALL.” Then start WAVE 1 with shamblers; spawn up to 10 plus 2 per wave, capped at 26 living enemies, with spawn interval decreasing from about 1.4 seconds as waves rise. After 34 seconds advance to WAVE 2 and introduce runners; after 74 seconds advance to WAVE 3 and occasionally introduce heavy breakers; after 122 seconds set the state to clear, show “FINAL ASSAULT SURVIVED” and a centered “STAGE CLEAR” notice, then complete the stage after a short delay. A win result overlay must say “The wall stands,” show the score, a reward calculated as 500 plus roughly score/10 coins, and “All sectors held.” If fortress integrity reaches zero, show a failure overlay with “FORTRESS LOST,” “The gate has fallen,” the score, and “The eastern wall was overrun. Refit and try again.” Include Run It Again and Title buttons. Esc opens a local pause overlay with Resume, Restart Stage, and Title. Occasionally drop up to three unclaimed resupply pickups at random positions in the inner courtyard: ochre cubes for ammo and crimson cubes for grenades. When the player is within about 2.2 units, show the E resupply prompt; pressing E hides the pickup and restores +5 sniper reserve and +18 pistol reserve for ammo, or adds one grenade up to a maximum of three. Keep the overall art direction restrained and graphic: dark navy UI panels with translucent black badges, crimson borders/highlights, cream bold condensed-looking text, muted labels, angular clipped panel corners, simple geometric fortress architecture, fog, warm/cool lighting, and clean arcade HUD rather than photorealism.