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Reconquista Gate

  • 3d
  • first-person
  • walking-sim
  • medieval
  • historical
  • exploration
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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. Fernando Henrique Alves built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Reconquista Gate yet. Play it, then tell Fernando Henrique Alves what you would add next.

Make your own game

Reconquista Gate was built by Fernando Henrique Alves 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 Reconquista Gate 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 Reconquista Gate

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 first-person 3D walking prototype titled “Reconquista — The Outer Gate” (also known as “Reconquista Gate”), set in a late-11th-century medieval castle courtyard. Use Three.js or an equivalent real-time 3D engine with a perspective FPS camera, starting at approximately (0, 1.7, 5) and looking toward the far end of the courtyard. The player is a Christian soldier/knight represented by a hidden first-person control target; do not show a third-person avatar in the view. The sole objective is to walk from the near end of the courtyard to the gatehouse/outer gate at the far end and enter the marked goal area.

Build a compact rectangular stone courtyard. The floor should be a broad muted brown-gray ground plane with a slightly lighter rectangular central worn-stone patch and darker narrow side strips. Surround it with low modular medieval castle walls: a south wall across the rear/starting side with a central opening, a north wall at the far end, and west/east side walls enclosing the approach. Place half-tower corner pieces at all four corners. At the far end, make the gate approach readable using a siege-tower-like structure on the right side of the gate area, plus two simple vertical banners near the far corners: a dark red banner on the left and a pale gold/yellow banner on the right. Keep geometry simple, modular, and gameplay-readable.

Use a subdued, cloudy late-afternoon visual treatment: gray-beige stone and earth colors, a gray-green sky/background, atmospheric fog that obscures distant detail, soft bluish ambient/hemisphere fill, and one warm directional sun casting soft shadows. Use physically based rough materials, antialiased rendering, shadows, and restrained cinematic tone mapping. The visual mood should be austere and historical rather than colorful or fantastical.

Controls must be clearly implemented: WASD moves the FPS player, mouse movement looks around after clicking the scene to capture/pointer-lock the mouse, Shift makes the player run faster, and Space jumps with gravity. Use a base movement speed around 3.2 and jump speed around 7, with downward gravity around -22. Keep the player constrained by the courtyard’s walls as appropriate, but there are no enemies, weapons, combat, health, inventory, or other objectives in this slice.

Place a flat, rotating golden/tan ring marker on the ground at the far gate, centered approximately at (0, -6.25), and trigger completion when the player reaches roughly z < -5.7 while staying within about 2.1 units of the centerline. On completion, hide the marker and stop treating the objective as incomplete. Show a full-screen dark translucent completion overlay with a bordered dark card, the heading “The gatehouse is secured,” and text explaining that the player reached the outer gate and that this playable slice is ready for patrols, siege objectives, and a larger fortress approach.

Add a fixed HUD overlay styled like an old parchment/medieval interface: dark translucent brown-black panel at the upper-left with a thin muted gold border, serif typography, and exactly this information: title “Reconquista — The Outer Gate”; “Prototype, late 11th century”; “Objective: Reach the gatehouse at the far end of the courtyard.”; and “WASD to move · mouse to look · Shift to run · Space to jump”. Include a small pale crosshair centered on the screen made of one vertical and one horizontal bar. At the bottom center, show the hint “Click the scene to capture the mouse.” and hide it after the first click. Make the HUD responsive on narrow screens by allowing the upper-left panel to use most of the width and moving the hint to inset side margins. The initial state should visibly match a dark gray loading/starting courtyard view with the HUD and centered crosshair, while assets finish loading.

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