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Starfall Frontier

  • 3d
  • third-person
  • adventure
  • open-world
  • low-poly
  • quest
  • combat
  • mobile
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. Ahmad Ahmad built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfall Frontier yet. Play it, then tell Ahmad Ahmad what you would add next.

Make your own game

Starfall Frontier was built by Ahmad Ahmad 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 Starfall Frontier 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 Starfall Frontier

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 third-person adventure game titled "Starfall Frontier" using Three.js or an equivalent WebGL engine. Use a stylized low-poly/procedural look: simple faceted human characters with cylindrical torsos and limbs, spherical heads and hair, blocky buildings, conical/cylindrical trees, muted painted materials, soft shadows, atmospheric blue-gray fog, and a pale blue-green sky/background. Keep the camera behind and above the player, following over the shoulder at roughly 10 units distance; allow the player to drag on the right side of the screen to orbit the camera and adjust pitch.

Build a large connected explorable world on a broad green ground plane with roads and distinct locations. Include Asterfall city on the west side, with a stone plaza and fountain, roads, street lamps, market stalls, and rows of simple timber/plaster buildings with dark roofs, doors, glowing pale-blue windows, trim, and signs. Include Brackenmere village on the east side beside a long north-south blue river, with a path/square and four buildings. Add wooded areas with many low-poly trees and forage bushes, distant stone hills/mountains, a hidden cave entrance in the northwest, farm plots, and a sunken ruin in the southeast/east area made from a stone platform and scattered wall blocks. The world should be bounded but spacious, approximately matching the broad coordinates and separated regions in the reference implementation.

The player character is Arin, a small low-poly adventurer wearing blue clothing, dark trousers/boots, a belt, and carrying a simple gold-colored sword. Start the player in Asterfall plaza near the NPCs. Support keyboard and touch controls: WASD or arrow keys to move, Shift to sprint while consuming stamina, Space to jump, F or Enter to attack, and E to interact. On mobile, show a translucent virtual movement stick at bottom-left, a JUMP button near the lower center, ATTACK and ACTION buttons at lower-right, and a SPRINT control. Dragging the right side rotates the camera. Movement should have acceleration/deceleration, normal speed around 5.2, sprint speed around 9.2, a stamina bar that drains during sprint and regenerates otherwise, jumping with gravity, and world movement bounds.

Populate the settlements with four named low-poly NPCs who wander slightly around their home positions: Mira the cartographer and Tovan the smith in Asterfall, plus Edda the farmer and Kell the scout in Brackenmere. Implement these interactions and the quest progression exactly: the initial quest/message asks the player to explore Asterfall and meet Mira; talking to Mira changes the quest to collecting three herbs and displays her dialogue about river fog and old paths. Interacting with forage bushes collects silverleaf herbs, hides the bush, grants XP, and after three herbs completes Mira's objective, grants additional XP, marks Brackenmere as beginning to prosper, and changes the quest to explore the sunken ruin. Tovan gives the player one field potion each time he is interacted with. Talking to Edda changes the quest to reach the sunken ruin and displays her warning that scouts saw lights beneath it. Reaching/interacting near the ruin discovers it, changes the quest to return to Edda, and displays a message that something watches from below. Other NPCs can provide a short generic helpful-road message. Persist progress, inventory, and state in local storage when possible.

Add combat against three purple/magenta low-poly "mist hound" enemies placed in the wilds. Each has 45 HP, pursues the player when within about 16 units, moves toward them, and attacks at close range for 8 HP with a cooldown. The player's sword attack has a short cooldown of about 0.45 seconds and hits nearby enemies within about 3.2 units for 25 damage. Award XP for striking enemies and more XP when defeating one; defeated hounds disappear and add one hide to inventory. If player HP reaches zero, restore full health and respawn them at Asterfall plaza with a wake-up message. Include health, stamina, XP, level, inventory and quest state: start at level 1 with 100/100 HP, 100/100 stamina, 2 potions, 25 gold, and counters for herbs, ore, and hide. Leveling occurs at 100 XP initially, with increasing XP requirements, increased max HP/stamina, and full healing on level-up.

Render a screen-space HUD over the 3D view using dark translucent panels. At top-left show "STARFALL FRONTIER", level and XP progress, a red health bar, and a cyan stamina bar. Show the current Quest and the latest gold-colored message across the top. At top-right show the discovered settlement names "Asterfall • Brackenmere" and concise controls: movement, camera drag, jump, and sprint. At the bottom show the translucent movement pad, JUMP button, ATTACK/ACTION buttons, SPRINT button, and a small camera-drag hint. Use warm gold for interaction/accent elements, cyan for water/windows/stamina, red for health/attack, and deep navy-black UI panels. Include simple day progression and gentle NPC wandering, but do not add systems not described here such as ranged weapons, shops, crafting, or boss fights.

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