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Scar Vanguard

  • 3d
  • third-person
  • action-adventure
  • low-poly
  • fantasy
  • sword-combat
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. BERAT ERDOĞMUŞ built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Scar Vanguard yet. Play it, then tell BERAT ERDOĞMUŞ what you would add next.

Make your own game

Scar Vanguard was built by BERAT ERDOĞMUŞ 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 Scar Vanguard 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 Scar Vanguard

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 third-person 3D action-adventure game titled “Scar Vanguard.” Use a dark, cinematic low-poly/fantasy sci-fi presentation with a nearly black navy sky/background, cool blue fill lighting, strong pale key light, and a red-magenta rim light. The camera should be a perspective follow camera positioned behind and slightly above the player, keeping the character centered while showing a broad circular battlefield.

The player is a stylized low-poly armored male soldier/warrior, viewed mostly from behind, wearing dark navy/black armor with blue highlights and a rounded faceted helmet. Attach a clearly visible sword to his right side/hand: pale metallic blade, dark grip, and a reddish guard. Start the player near the center of the arena at approximately (0, 0, 2.3). Use idle, walking/running, jumping/falling, and sword-slash character animations when available. Movement is third-person keyboard movement with WASD or arrow keys, Shift to run, Space to jump, and a mobile joystick/touch control option; left mouse click performs a sword attack. The player has 100 health.

Build the world as a very large circular arena: a wide dark charcoal ground disk, a smaller inset inner disk in deep blue/navy, and a thin glowing electric-blue circular boundary ring that slowly rotates. Add eight evenly spaced small blue rectangular marker blocks around the inner arena edge. The arena should feel oversized and mostly open, with low-poly hills and angular mountain/cone formations in the distance. Include a large glowing orange sun/orb far away in the dark sky and atmospheric fog, with cool blue and red lighting gradients across the floor. The visible style should match a sparse, moody battlefield rather than a busy environment.

Place three enemy soldier characters around the arena, roughly at (-8,-7), (9,-5), and (6,10). They are similar low-poly humanoid soldiers and should stand idle initially, then continuously pursue the player when alive, moving toward him and turning to face him. At distance 2.35 or less, an enemy attacks about once per second and removes 8 player health, using a sword-slash animation if available. Enemies have 100 health. A player sword hit has a 3.8-unit range, 35 damage, and a roughly 0.58-second cooldown; target the nearest living enemy in range, flash it briefly on hit, and hide it when its health reaches zero. There is no need to add ranged attacks, loot, respawning, or complex enemy AI.

Add a small story house/structure at (0,0,-14), scaled large enough to be noticeable, with a glowing golden sword pickup in or beside it. When the player approaches within 8 units, show an interaction prompt in Turkish: “E tuşu: silahı kuşan”. Pressing E opens a story panel titled “Yol ayrımı” with the text “Evden gelen sesleri duyuyorsun. İçeride birinin yardıma ihtiyacı olabilir.” and two buttons: “İçeri gir” and “Evi araştır”. “İçeri gir” closes the panel, hides the pickup, and equips/marks the relic blade, replacing the text with “İçeride eski bir silah buldun. Onu kuşandın; artık bu yolun dönüşü yok.” “Evi araştır” closes the panel and replaces the text with “Evin çevresini araştırdın. Uzakta düşmanların izlerini gördün.”

Also include a mountain cave area near (28,25), formed from dark rocky low-poly pieces with a dark arched entrance, a dim interior floor, a blue glowing pool, and a small glowing orange octahedral relic. When near the cave entrance (within 9 units), show “E tuşu: mağaraya gir”; pressing E teleports the player into the cave interior around (28,32) and switches the prompt to “E tuşu: mağaradan çık”. Near the interior exit (within 6–7 units), pressing E returns the player outside around (28,20). Hide the relevant prompt when not near an interaction.

Create a fixed HTML-style HUD over the canvas. Top-left: translucent dark glass panel with a thin blue border, eyebrow “ORIGINAL CHARACTER SHOWCASE”, large title “SCAR VANGUARD”, and subtitle “Şık zırh, keskin kılıç ve büyük savaş dünyası.” Top-right: a reddish translucent badge reading “BATTLEFIELD • 38X WORLD” (or the equivalent wounded/standing status styling visible in the reference). Bottom-left: a translucent health panel labeled “CAN”, showing “100 / 100” and a thick horizontal health bar with a red-to-orange gradient that shrinks as damage is taken. Center-bottom: interaction prompts in a dark box with a gold border. Bottom-center: a translucent hint bar reading “WASD / ok tuşları ile hareket et · Shift ile koş · Space ile zıpla · Sol tık saldır · E silah kuşan”. Make the HUD responsive on narrow/mobile screens. Use smooth shadows, fog, emissive materials for the arena ring, pickup, cave relic, and sun, and a restrained palette of navy, violet, electric blue, red, and warm orange.

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