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Realmfront

  • 3d
  • rts
  • strategy
  • single-player
  • fantasy
  • top-down
  • base-building
  • skirmish
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. bedir built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Realmfront yet. Play it, then tell bedir what you would add next.

Make your own game

Realmfront was built by bedir 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 Realmfront 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.

Read the build brief for Realmfront

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 single-player real-time strategy game titled “Realmfront.” Use an orthographic, top-down/isometric-like 3D battlefield rendered with Three.js-style low-poly geometry. The camera looks down from above with a slight world orientation, supports smooth panning and zooming, and shows a large bounded rectangular map. Use a readable stylized miniature RTS art direction: textured terrain, painted circular shadows, dark ink-like outlines, chunky low-poly units with oversized helmets and simple weapons, team-colored circular base discs, banners, health bars, and clear silhouettes. The default battlefield is green grassland with subtle texture, a north-south blue river, three wooden bridges, several low high-ground hills with contour rings, decorative vegetation, and resource-rich pockets. Also provide selectable map themes: Desert (gold/stone rich), Snow (cool pale terrain and reduced visibility), Forest (extra wood and chokepoints), and Mountains (extra stone and more high ground), each changing colors and resource balance.

The game starts at a polished setup screen with the Realmfront title, a short description, and selectable modes: Against Bots (the main single-player skirmish), Sandbox (slower AI practice), and a visibly disabled Online PvP option indicating that it needs a server. Let the player choose Easy, Medium/Normal, or Hard bot difficulty and one of the five map themes, then press Play Skirmish. In the match, the player is blue and the AI opponent is red. The goal is to build an economy, advance through ages, raise an army, and destroy every red structure. Show a settings button that pauses the match and offers Resume Game or Leave Game; show a victory/defeat overlay with Restart and Main Menu buttons.

Implement a full RTS loop. The player begins with starting gold, wood, stone, food, a Town Hall, workers, and a limited population cap. There are four resources: gold, wood, stone, and food. Place visible resource nodes around the map: trees for wood, gold ore piles, gray stone piles, and berry bushes for food. Each node has a resource amount and a small health/resource bar that shrinks and changes green to yellow to red as it is depleted; depleted nodes disappear. Workers can be selected and commanded with right click to gather a resource. Workers automatically continue gathering the same resource type by moving to the nearest matching node when the assigned node runs out. They can also build and repair structures.

Include four ages: Dark Age, Village Age, Kingdom Age, and Imperial Age. Allow age advancement through the Town Hall or Castle when its resource requirements are met. Include population capacity and population display; Houses increase the cap. Buildings available to construct are House, Farm, Barracks, Archery Range, Stable, Siege Workshop, Hospital, Watch Tower, Castle, and Wonder. Keep building placement as a click-to-place mode after choosing a build action, with construction completed by workers. Farms generate food over time. Barracks train Swordsmen and Pikemen; Archery Ranges train Archers; Stables train Horsemen and, in a later age, Knights; Siege Workshops unlock/train Catapults in Village Age; Hospitals train Medics and heal nearby troops; Castles train Royal Guards; Watch Towers attack enemies at range; Town Halls train Workers; Wonders are expensive late-game structures and, once built, start a seven-minute defense countdown that can produce victory if defended. Use building costs, age locks, training queues, and resource affordability checks so the player must develop an economy.

Include these unit types with visually distinct simple miniature models and roles: Worker, Swordsman, Pikeman, Archer, Medic, Horseman, Knight, Catapult, Royal Guard, and Hero. Include neutral camps containing Bandits, Wolves, or Ogres that guard resource areas. Units have health, attack, movement speed, vision, range where appropriate, and team affiliation. Archers and Catapults fire visible arcing projectiles; Catapults have splash damage. Pikemen are especially effective against cavalry. Heroes have experience and levels and a selectable Rally Heal ability that heals nearby friendly units on cooldown. Medics heal damaged allies, with research optionally enabling area healing.

Use RTS selection and command interactions: left click selects a unit or building; left-click drag creates a translucent selection rectangle for multiple units; right click commands selected units to move, gather, repair, or attack depending on the target. Add action buttons in the bottom selection panel for Attack-move, Patrol, Hold position, building, training, research, age advancement, and the Hero Rally Heal ability. Keyboard controls: WASD or arrow keys pan the camera, mouse wheel zooms, A makes the next right-click an attack-move command, P makes the next right-click a patrol endpoint, H makes selected units hold position, and Space focuses the camera on the Hero. Provide readable on-screen help for these controls.

Implement combat and battlefield rules: units automatically acquire nearby enemies when in an appropriate stance/task, move into range, and attack on cooldown. Include ranged combat, Catapult splash damage, unit collision separation, a high-ground damage advantage, a flanking/group-surround bonus, and wind reducing arrow/tower effectiveness while arrows drift. Add dynamic weather that cycles among Clear, Rain, Snow, and Wind. Rain reduces movement speed, Snow reduces player vision, and Wind affects arrows; show the current weather and time until it changes in the HUD. Use fog of war: unexplored/ unseen regions are obscured while allied unit vision reveals the map. Neutral camps and enemies should be hidden until discovered.

Add research/technology actions from appropriate military/economic buildings. Include upgrades for Better weapons (increases unit damage), Better armor (increases unit health), Faster training, Faster gathering, Larger carry capacity, Siege damage, Longer siege range, Faster healing, and Area healing. Show upgrade levels, costs, age/building availability, and their effects in the building action panel. AI opponents should gather from finite map resource nodes rather than receiving free passive resources, expand with buildings, train armies, research/age up as appropriate, defend their base, and periodically launch attacks/raids. Difficulty should affect enemy economy, army pressure, and attack timing; Sandbox should make the AI slower.

The HUD should stay unobtrusive but informative: a top resource bar with gold, wood, stone, food, population/cap, current age, weather and its gameplay effect, AI difficulty, and Wonder countdown when active. Put a collapsible Realmfront guide panel in the upper-left explaining the objective “destroy every red structure” and the worker gathering tip, plus a live count of enemy structures remaining and neutral camp/weather information. Put a minimap in the lower-right showing terrain, discovered/fogged areas, units, buildings, resources or relevant battlefield colors. Put a bottom-center selection/action panel showing selected unit/building/resource details, HP, role/task, queue progress, hero level/XP, and context-sensitive action buttons. Use toast notifications for placement, research, completion, attacks, and other important events. When all red structures are destroyed, show a clear Victory screen; when the player’s structures/realm are defeated, show Defeat.

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