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Arcade › Ready Royale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alijiah Miller built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ready Royale yet. Play it, then tell Alijiah Miller what you would add next.
Ready Royale was built by Alijiah Miller 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 Ready Royale 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-based 3D third-person/first-person battle-royale game titled “Ready Royale” using Three.js. The game opens on a dark navy, neon-styled lobby/shop screen inside a rounded translucent panel. Show the large glowing uppercase title READY ROYALE, the description “Buy skins and guns in the lobby, ready up, then fight bots in a shrinking arena. Last fighter standing wins.”, a coin pill initially showing Coins: 250, responsive card grids for Skins and Guns, and a large gradient READY UP button. Use Orbitron for headings/buttons and Inter for body text, with blue-green highlights, dark glass panels, and bright outlines. Lobby progression: persist coins, owned items, and equipped skin/gun in localStorage. The four clickable skins are Rookie Blue (free, blue swatch, +0 style, initially owned/equipped), Ember Red (80 coins, +5 max HP), Toxic Green (120 coins, +6% speed), and Royal Gold (180 coins, +10 coins/win). The four guns are Blaster (free, initially owned/equipped, Damage 22, Rate 0.45s, Range 18), Rapid SMG (100 coins, Damage 13, Rate 0.18s, Range 15), Marksman Rifle (150 coins, Damage 38, Rate 0.75s, Range 25), and Storm Cannon (220 coins, Damage 30, Rate 0.38s, Range 20). Clicking an unowned card purchases it when affordable and then equips it; clicking an owned card equips it. Mark the equipped card with a bright mint outline and show “Equipped” or “Tap to equip.” When READY UP is pressed, load the 3D assets and enter a circular arena. Use CC0 Kenney-style assets: a mini arena soldier character, blaster, medium blaster crates, construction barriers, and a laser shot sound. The scene is dark blue with fog, hemisphere and strong directional lighting, soft shadows, and a low-poly stylized toy-like appearance. Make a circular dark slate arena floor about radius 22, bordered by a glowing blue torus/ring. Place eight medium crates as cover at positions around the arena, including around (-8,-4), (8,5), (-3,8), (5,-8), (-11,7), (11,-6), (0,12), and (0,-12), and arrange 28 construction barriers around the outer edge. Crates block fighter movement and bullets. Spawn the player as a tinted soldier at (0,-13) and eight tinted bot soldiers around a circle of radius 13. Use bright distinct fighter colors for bots (red, green, yellow, purple, cyan, pink, lime, orange). Each fighter carries a visible blaster. All fighters have 100 HP, except the player using Ember Red, who has 105 max HP. The player using Toxic Green moves at 7.2 units/second rather than the normal 6.2; bots move at 78% of the normal speed. Animate idle, walk, sprint, shooting, and die states using the soldier model animations. Dead fighters play the die animation and lie on the arena floor. Core combat: the player and bots move on the horizontal X/Z plane, cannot leave the radius 21.2 boundary, and collide with crates. Player controls are WASD or arrow keys. Spacebar or holding the mouse/touch screen fires. Firing shoots glowing spherical projectiles from the fighter toward its facing direction, with the equipped weapon’s cooldown, damage, range/lifetime, and spread. Player projectiles are mint/green glowing and bot projectiles are red glowing; play a laser sound for player shots. The player faces the movement direction. Bots automatically target the nearest living fighter, move toward targets when farther than 8 units, retreat when closer than 4, strafe while moving, and shoot when within 92% of their weapon range. Projectiles collide with crates, the arena boundary, and living fighters other than their owner. A hit creates a short burst of colored spark particles. A player kill awards 15 coins and persists the result. Implement a shrinking storm ring: begin with radius 21 and continuously shrink at 0.52 units/second down to a minimum radius of 7. Living fighters outside the current ring take 9 damage per second. Change the ring color from blue to pink/red when its radius is below 12. The last living fighter wins; when only one remains, stop the round and show a large centered message: “VICTORY ROYALE” if the player is alive, otherwise “Bot N WINS” (or “Nobody” if applicable). A player victory awards 60 coins, or 70 coins with the Royal Gold skin, and persists coins. Include a Return to Lobby button on the result overlay; it cleans up fighters/projectiles/particles and restores the shop screen. Arena HUD: overlay three dark translucent pills at the top showing current HP, Alive count (initially 9), and the equipped weapon. If using first person, append “· 1P”; if the player is dead but the match continues, append “· SPEC.” Keep HUD over the rendered canvas. Add a mobile-only virtual joystick at bottom-left with a translucent circular base and mint knob, and a round FIRE button at bottom-right with a yellow-to-red radial gradient. On touch devices, the joystick controls movement and the FIRE button fires while pressed. Press keyboard 1 to toggle between a high third-person camera and first-person view. Third-person follows from above and behind (roughly +18 Y and -20 Z relative to the subject) and looks toward the arena; first-person hides the player model, places the camera at eye level around 1.08 high just in front of the fighter, uses a wider FOV, and looks forward along the facing direction. If the player dies during a match, automatically spectate the nearest living fighter using third-person framing. Render responsively full-screen with antialiasing and shadows.