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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. F3B32 YAN TSUN SHUN JOHNSON built it with Cinevva, so it works on a phone or a tablet too.
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Space Dogfight was built by F3B32 YAN TSUN SHUN JOHNSON 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-playable 3D space dogfight game titled “Space Dogfight,” using a Three.js-style WebGL renderer and a third-person chase camera. The scene is a dark, nearly black open space arena filled with roughly 3,000 small blue-white square/star points distributed throughout a large volume. Use ambient blue lighting and a white directional light so the low-poly spacecraft and rocks are dimly but visibly shaded. The player controls a small stylized low-poly spacecraft near the center of the arena. The actual player asset is a bee-themed spaceship model, scaled down to about 0.32, with its nose oriented toward local -Z. Start it at world position (0, 3, 0), with 100 health and zero velocity. Follow it with a smooth third-person camera positioned behind and slightly above it (approximately an offset of (0, 4.5, 11) in the ship’s local orientation), looking just above the ship. The view should clearly show the player craft in the foreground/lower-middle and distant objects against the starfield. Movement is inertial six-degrees-ish flight focused on yaw and pitch: W applies forward thrust along the ship’s facing direction at acceleration 28, S applies reverse/braking thrust at -12, A/D yaw left/right around the Y axis at about 2.2 radians per second, and Q/E pitch down/up around the X axis at about 1.8 radians per second. Clamp pitch between roughly -1.35 and 1.35 radians. Apply light drag (velocity multiplied by 0.985 each frame), cap player speed at 48, and wrap the player around when its X or Z coordinate crosses ±85. Do not add roll controls. Populate the arena at startup with 9 drifting, rotating low-poly rock asteroids and 3 enemy ships. Asteroids use a rocky space-kit model scaled about 3.2, have collision radius about 2.8, random starting positions within approximately ±35 X/Z and ±9 Y, random drift velocities up to about 9 horizontally and 3 vertically, and random angular rotation rates. They wrap around at ±90 X/Z. Enemy ships use a stylized flamingo-themed low-poly spaceship model scaled about 0.28, with collision radius about 2.2 and 40 health. Start them at random X/Z positions within ±27.5, with Y between 4 and 10. Enemies steer toward the player, face the player, and move at about 11 units/second; they wrap at ±80 X/Z. Each enemy fires an enemy homing missile toward the player when its cooldown expires (initially 1.5–3.5 seconds, then every 2.8–5.3 seconds) if within 55 units. Destroyed enemies respawn after about 1.2 seconds while the game is active. Combat uses two projectile types. Press SPACE to fire a bright red-orange laser bolt straight ahead. Prevent continuous automatic fire while holding the key: fire once on the keydown transition, then allow another shot after release. Lasers travel at speed 95, live for 1.6 seconds, and use a very small glowing-looking cylinder. A laser hit destroys an asteroid immediately for 10 points, or removes 18 health from an enemy; destroy an enemy when its health reaches zero for 50 points. Press SHIFT+SPACE to launch a homing missile (also accept M as a homing-missile shortcut). It should choose the nearest enemy, launch forward at speed 32, steer toward that enemy with strong smooth homing, and live for 6.5 seconds. Use a small rocket/missile 3D model scaled about 0.14. A player missile destroys an asteroid and awards the asteroid’s 10 points plus an additional 5 points, or removes 35 enemy health. Enemy missiles use the same missile model, launch toward the player at speed 28, home for 7 seconds, and deal 22 damage on collision. They should be visually distinguishable only through their motion/model context; do not invent extra weapons or ammo systems. Use simple spherical-distance collision checks. Player/asteroid impact deals 18 damage, bounces the player away and pushes the asteroid away. Player/enemy ramming deals 12 damage and bounces both ships apart. Projectiles disappear on expiration or collision. There is no asteroid respawn requirement; only enemies respawn after being destroyed. The space arena should remain open and borderless-feeling through coordinate wrapping. HUD is minimal white sans-serif text over the game: place “Score: 0” at the top-left (score updates by +10 per asteroid laser kill, +15 per asteroid missile kill, and +50 per enemy kill). Under it, show a 200×20 pixel health bar with a white border and dark gray background, initially filled red at 100%; clamp it from 0–100%, changing to orange when health is 40 or below. Along the bottom-left show the exact control legend: “W/S: Thrust / Brake A/D: Yaw Q/E: Pitch SPACE: Laser SHIFT+SPACE: Homing Missile”. Use a black background, white text, and subtle text shadow. When health reaches zero, stop gameplay updates, display a centered “GAME OVER” message with a Restart button, and allow restarting by clicking the button or pressing R; restart resets score, health, player position/velocity, clears all projectiles and objects, and respawns 9 asteroids and 3 enemies. Keep the visual style sparse, dark, low-poly, and arcade-like, matching the screenshot’s black starfield, tiny blue stars, distant colored ships, and unobtrusive HUD.