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Skyline Arena

  • 3d
  • social-hub
  • multiplayer-lobby
  • third-person
  • sci-fi
  • neon
  • browser-game
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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. Jett Sedar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Arena yet. Play it, then tell Jett Sedar what you would add next.

Make your own game

Skyline Arena was built by Jett Sedar 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 Skyline Arena 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 Skyline Arena

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.

Recreate “Skyline Arena” as a browser-based 3D social hub using Three.js or an equivalent real-time 3D engine. The game should open in a dark, neon-lit open-world arena with a third-person camera following the player. Use a deep navy background and light fog, with soft cinematic lighting: cool blue ambient illumination, a warm directional key light, and a bright blue rim/point light. Enable antialiasing, shadows, filmic/tone-mapped rendering, and responsive resizing.

World and camera: Build a large flat ground plane in a dark blue-green material. In the center, place a roughly 30-by-30-unit rectangular plaza/street surface in a lighter blue lane material. Surround the arena with several simple futuristic skyline blocks: dark blue rectangular buildings positioned around the perimeter, including corners and cardinal directions, each with a thin glowing cyan roof strip. Add a few white crosswalk stripes near one side of the plaza. Arrange ten chunky vertical decorative pillars in a circular ring around the hub, alternating dark teal and muted purple colors. The view should feel like a stylized nighttime social city rather than a realistic city; geometry can be simple and low-poly, with emissive neon accents and fog fading the distant edges.

Add three clearly visible glowing floor portals, each made from a luminous colored flat circular pad and a matching thick torus ring lying horizontally on the ground. Place an orange portal toward the back-left labeled/associated with basketball hoops, a cyan portal toward the back-right associated with Tag, and a violet portal toward the front/center associated with Blaster. The portals are visual destinations only in the implemented version: selecting a mode updates the objective and tells the player to find the corresponding portal, but do not invent a full basketball, tag, or blaster simulation unless explicitly implementing only what is present in the source behavior.

Player: Spawn a controllable avatar near the front of the hub, facing inward. Prefer loading a generic animated casual humanoid model; if unavailable, use a simple fallback humanoid made from a capsule-like colored body and a skin-colored spherical head. Give the player cast/receive shadows. Provide 50 selectable avatar names in a scrollable grid, including: Sky Runner, Street Ace, Desert Scout, Blue Soldier, Casual Hero, Forest Ranger, Space Pilot, Shadow Ninja, Chrome Bot, Rooftop Kid, Crimson Guard, Snow Nomad, Cyber Medic, Mech Walker, Retro Racer, Golden Knight, Jungle Scout, Moon Mage, Aqua Diver, Rocketeer, Pixel Punk, Solar Samurai, Neon Skater, Arcade Champ, Battle Chef, Storm Trooper, Violet Rogue, Canyon Rider, Frost Fox, Urban DJ, Grin Clown, Gothic Ringmaster, Candy Racer, Dragon Guard, Star Captain, Mystic Monk, Parkour Pro, Iron Brawler, Galaxy Kid, Lantern Ghost, Volcano Hero, Raincoat Rebel, Tactical Ace, Wild Card, Lunar Knight, Beach Blaster, Clockwork Scout, Cosmic Clown, Alley Phantom, and Thunder Coach. The first option, Sky Runner, is selected initially. If using the fallback avatar, selecting an avatar changes its body color through a small bright palette of cyan, coral, mint, yellow, lavender, pink, white, or green; with the loaded generic model, selection may remain primarily a UI identity choice.

Controls and movement: Support WASD and arrow-key movement, Shift for running, and Space for jumping; on mobile provide a virtual joystick and jump control if the engine’s standard third-person controller supports them. Use third-person follow controls with approximately 5.2 movement speed, 8.5 jump speed, gravity around -22, and a camera distance around 7 units. Animate the humanoid with Idle when still and Walk or Run according to movement state when animation clips are available.

NPCs: Spawn exactly seven AI-player humanoids around the hub, visibly representing other players. Use simple colored fallback humanoids if needed, with colors cycling through the same bright palette. Give them names/identities such as aiPlayer_1 through aiPlayer_7 internally if labels are needed, but no floating nameplates are required. Make each NPC gently wander in place around its own starting position using smooth sinusoidal horizontal motion and rotation, rather than pursuing or attacking the player. Keep the lobby count at seven AI players.

HUD/UI: Overlay a responsive dark translucent interface with thin pale-blue borders, rounded corners, blur-like styling, and cyan/blue neon accents. At top left show the uppercase brand “SKYLINE SOCIAL ARENA” in small bold cyan text with a glow. At top right show a rounded pill reading “LOBBY • 7 AI PLAYERS” initially. At bottom left place a large rounded panel roughly 360 pixels wide on desktop (with responsive mobile margins). Initially show the heading “Open World Hub”, subtitle “Explore the arena, meet players, and queue for a game.”, and four mode buttons: “Hub”, “1v1 Hoops”, “Tag”, and “Blaster”. Hub is initially active with a blue-to-purple gradient; clicking a mode changes the active button and updates the panel as follows: Hub = title “Open World Hub”, subtitle “Explore the arena, meet players, and queue for a game.”, objective “Walk around the hub”; 1v1 Hoops = title “1v1 Hoops”, subtitle “Shoot for the skyline — first to 5 wins.”, objective “Find the orange portal”; Tag = title “Tag Arena”, subtitle “One player is IT. Stay moving and tag the others.”, objective “Find the cyan portal”; Blaster = title “Blaster Run”, subtitle “A friendly target range with moving AI rivals.”, objective “Find the violet portal”.

Below the mode buttons, show the small label “Choose your avatar” and the five-column scrollable avatar grid. Highlight the chosen avatar with a cyan outline and darker teal background. Add a prominent orange/gold gradient button labeled “PLAY SELECTED MODE”. When clicked, set the status to the selected mode in uppercase followed by “ • 7 AI PLAYERS”; reset basketball score to zero when selecting 1v1 Hoops and reset the Tag IT state when selecting Tag. Update the objective after clicking play: for Hub use “Walk around the hub”; for any other mode use “Mode queued — reach its portal to start”. The button does not need to launch a separate minigame because the actual mechanics only queue the selected mode and leave the player in the shared hub. At the bottom of the panel display: “Move: WASD / arrows • Run: Shift • Jump: Space • Mobile: joystick + jump”.

At bottom right, show a rounded pill containing the current objective and underneath it the small text “Players nearby: 7”. Keep the HUD readable over the 3D scene, pointer-interactive for buttons but not obstructing gameplay. Make the experience feel like a polished, minimal sci-fi multiplayer lobby: navy glass panels, cyan highlights, warm orange action button, simple neon portals, stylized humanoids, and a quiet futuristic skyline plaza. Do not add unsupported combat, scoring, lives, shooting, tagging, ball physics, or win conditions beyond the displayed mode descriptions and the existing placeholder score/IT state.

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