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Arcade › Round 6 Dormitório
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Round 6 Dormitório was built by Isaac Moraes 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 Round 6 Dormitório 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 mobile-friendly third-person 3D social-survival observation game titled “Round 6 · Dormitório,” set inside a large enclosed dormitory. The camera follows the player from behind at a moderate distance, with touch-drag camera look and an on-screen virtual joystick for movement. Use a dark, cinematic low-poly/real-time 3D presentation: deep navy background and fog, soft shadows, cool bluish overhead lighting with a subtle warm fill, and restrained realistic materials. Build the dormitory as a rectangular room approximately 28 by 22 units, with a dark blue-gray floor and gray walls on the back, left, and right sides. Place two rows of five dark metal bunk-bed structures along the back and front/depth ends of the room (ten bunk units total), with two levels per bunk, thin posts, dark frames, and light gray mattresses. Add a large dark announcement screen mounted high on the back wall. Overlay pale blue centered text reading “ANÚNCIO · AGUARDE A PRÓXIMA PROVA,” with the text partially/subtly visible in the scene. The room should feel sparse, quiet, and atmospheric rather than action-heavy. The player is participant 124, represented by a third-person animated humanoid in a green-colored outfit/uniform. Spawn the player near the center/front of the dormitory. Load or create 12 animated NPC participants distributed around the room, for a total of 13 survivors including the player. Give them varied casual humanoid appearances and green-toned clothing. Their visible names and participant numbers are: Aline 128, Bruno 213, Cora 067, Davi 311, Eun 456, Felipe 089, Gabi 177, Hugo 092, Iara 278, Joao 041, Kauã 390, and Lia 222. Each NPC has a personality that affects behavior: cautelosa, competitivo, amigavel, desconfiado, observadora, impulsivo, lider, estrategico, nervosa, egoista, corajoso, or engracada. Implement ambient autonomous NPC behavior. NPCs should periodically think and change between idle, walking toward another unteamed participant, talking, and resting/sitting. Walking NPCs approach selected targets and play walking animations; idle NPCs use idle animations; resting NPCs use a sit-down animation. Their decisions should be lightly randomized but personality-aware: friendly participants value trust, suspicious participants discount trust and may say distrustful lines, leaders seek reliable groups, competitive participants focus on winning, and courageous participants move a little faster. Maintain per-pair relationship data including trust, conversation history, and rivalry, plus NPC stress, current state, target, and possible team/alliance membership. NPCs can autonomously converse, increment trust, and produce short speech lines when the player is nearby, such as “Vamos ficar juntos por enquanto,” “Precisamos de um grupo confiável,” “Não confio no 311,” “Você realmente vai cumprir sua promessa?” or “Eu vim para vencer.” The core player goal is to observe the participants and build temporary alliances through proximity and conversation; there is no combat, weapon, score attack, or completed next trial in this scene. When the player presses Interagir while within about 2.6 units of an NPC, show a dialogue panel with that participant’s name and zero-padded number and a randomly selected personality-appropriate response. Increase the relationship trust and store a conversation in history. Leader/friendly-style lines can offer an alliance; if the selected line is an alliance line, assign that NPC to the player’s team and increase the alliance count, displaying a toast such as “Aline aceitou uma aliança provisória.” If nobody is close enough, show “Aproxime-se de alguém para interagir.” Conversations should also be able to display NPC autonomous speech when the NPC is within about 7 units. Provide the following fixed Portuguese HUD. At top left, use a translucent dark rounded panel with the bright mint title “ROUND 6 · DORMITÓRIO” and the subtitle “Você é o participante 124.” At top right, show a matching stats panel with “Sobreviventes: 13,” “Alianças: 0” initially, and “Fase: Observação.” Use glassy dark panels with thin translucent borders and soft shadows. Put a small centered toast near the top for status messages. At the bottom, show a translucent help panel explaining: “Arraste o joystick para andar. Toque e arraste na tela para olhar. Aproxime-se de um participante e toque em Interagir.” When dialogue is active, show a wide rounded dark dialogue panel along the bottom with the speaker in mint green, the line in white, and a small hint about memory and trust changing through conversation and help. Add three large touch controls at bottom right: “Interagir,” “Correr,” and “Agachar,” with pale gray-white rounded buttons and dark bold text. Holding Correr increases movement speed from a normal walking speed of about 3.2 to about 5.2 and should switch the player animation from Walk to Run. Tapping Agachar toggles the player into a crouched state by compressing the avatar vertically, and tapping again returns to standing; show a toast “124 agachado” or “124 em pé.” The base player should have idle/walk/run animations and gravity/jump-capable third-person controls, though the primary scene interaction is walking and observation. Ensure the interface scales for mobile portrait screens, keeps the world canvas full-screen, and preserves the dark moody look with mint-green highlights.