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Arcade › Space Dogfight
Click the game above and it runs right here in your browser. No download, no installer, no account needed. s240054 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Space Dogfight yet. Play it, then tell s240054 what you would add next.
Space Dogfight was built by s240054 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 Space Dogfight 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 browser-based 3D arcade space dogfight called “Space Dogfight” using Three.js or an equivalent real-time 3D engine. The game takes place in a black outer-space arena filled with a large spherical field of sparse white/gray point stars. Use subtle dark blue fog, ambient cool lighting, and simple low-poly geometry with flat-shaded materials. The player flies a small blue/teal low-poly fighter ship. Build it from procedural primitives: a forward-pointing faceted cone-like fuselage, broad rectangular blue wings, a dark blue cockpit sphere near the front/top, and a rear cylindrical engine with a warm orange/brown glow. The camera is a third-person chase camera positioned above and behind the ship, smoothly following it and looking toward the ship’s forward direction; keep the ship visible in the lower center of the screen. Mouse movement controls the ship’s pitch and yaw view/orientation while the camera follows that orientation. Clicking the canvas should request mouse pointer lock. Flight controls: W applies forward thrust, S applies reverse thrust, A/D yaw left/right, and Q/E roll left/right. Use acceleration with momentum, damping, and a maximum velocity rather than instant movement. The ship should move in 3D, with soft wrapping at roughly ±85 world units on the X and Z axes. Display this exact control hint at the bottom center: “W/S thrust | A/D yaw | Q/E roll | SPACE fire missile | Mouse look | R restart”. Populate the arena initially with eight drifting asteroids and three enemy fighters. Asteroids are irregular-looking low-poly gray-blue rocks made from faceted icosahedron geometry, with a smaller darker faceted detail attached; vary their scale, position, drift velocity, and angular velocity. They drift and rotate, bounce softly at broad arena bounds, damage the player on contact, and are removed and respawned when too far away. Maintain at least six asteroids during play. Enemy ships are simple red/dark-red low-poly fighters made from a rotated faceted cone fuselage, a wide thin rectangular wing, and a dark blue cockpit sphere. Place initial enemies around the player at positions comparable to (-22, 8), (18, -22), and (-5, 32), then maintain at least three active enemies by spawning replacements around the player. Enemies use basic AI: approach the player when far away, circle around the player when close, turn to face the player, and fire red enemy bullets approximately every 1.4 seconds when within 55 units. Enemy bullets are small red cylinders traveling toward the player and disappear after about 1.8 seconds. Enemy contact also causes a collision hit. Press SPACE to fire a homing missile, with a 350 ms firing cooldown. Select the closest asteroid or living enemy within about 120 units as the target; if there is no nearby target, do not create a missile. Spawn the missile just in front of the player, make it an orange/red glowing four-sided cone pointing forward, and have it home toward its target while traveling at roughly 30 units per second for up to 5.5 seconds. A missile hitting an asteroid destroys it and awards 15 points; hitting an enemy deals 35 damage, and an enemy requires two hits (40 health) to die, awarding 45 points on destruction. Award 5 points when a missile is launched. On any hit, show a brief expanding translucent orange explosion sphere that fades quickly. The player collision and enemy bullet systems should call a damage function for believable hit reactions, including asteroid bounce and enemy collision knockback, but this particular game intentionally has unlimited/invincible health: never reduce health or end the game from damage. The HUD must therefore show cyan glowing “Health: ∞” at the upper right and “Score: 0” initially at the upper left, updating the score as described. Use cyan text with a bright cyan glow on the black background. Include the HUD as fixed HTML overlay that does not block gameplay. Start immediately in active play with no title screen. Use a responsive full-window canvas, hide scrollbars, and smoothly update/render every frame. Include a restart behavior via R and a Restart button if a game-over overlay is implemented, resetting the player, score, projectiles, asteroids, and enemies; since health is infinite, ordinary play should not normally reach game over. Match the reference presentation: mostly black screen, sparse tiny stars, dim low-poly ships and rocks, the blue player ship in the foreground, and a red enemy fighter visible in the distance, with minimal cyan HUD text and no extra invented UI or abilities.