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Arcade › Starwake
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Starwake was built by Number 1 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 Starwake 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.
Recreate “Starwake” as a playable third-person 3D space-exploration sandbox in Three.js/WebGL. The camera follows a small player spacecraft from behind and slightly above, with a cinematic chase view that looks forward along the ship’s heading; smoothly lag the camera, add a slight side-to-side cinematic drift, and pull it farther back at higher speed. The player begins in open space around position (0, 64, 160), moving slowly forward. Use a dark blue-black space background with a very dense field of tiny white, cyan, blue, and occasional red stars, subtle red/blue nebula coloring in the distance, bloom, ACES-style filmic tone mapping, faint fog, and glowing emissive objects. The attached visual style is minimal cinematic sci-fi: most of the screen is black starfield, with a small glowing ship near center and compact translucent HUD panels. Player ship: use a stylized imported spaceship model comparable to Quaternius’ “Spaceship_FernandoTheFlamingo,” scaled to roughly 9 units wide, with blue emissive engine-glow strips and long blue ion-exhaust beams extending behind it. Add a cyan engine light. The ship has Newton-ish inertial movement: velocity persists and gradually damps, with a maximum speed of 165. W or Up Arrow applies forward thrust at 38 units/sec²; S or Down Arrow brakes by rapidly reducing velocity; Space applies boosted forward thrust at 76 units/sec² while fuel remains, draining fuel at 15/sec. When not boosting, fuel regenerates at 4.5/sec up to 100. A/D or Left/Right yaw the craft, Q/E roll it, and Up/Down also affect pitch as implemented by the flight model. Show longer/brighter exhaust while thrusting or boosting. Add gravity from planets for slingshot-like flight, cap gravity near planetary surfaces, prevent penetration, and make the ship bounce/deflect from a surface. The star should not trap the ship: keep it outside a 145-unit safety radius and damage shields inside that radius. World layout: create three procedural planets with animated/noisy displaced terrain, glowing atmospheric rims, and slowly moving cloud bands. Place “Aurora Horizon” at (-180, -118, -285), radius 158, with blue terrain and cyan atmosphere; “Crimson Nebula Moon” at (285, 82, -690), radius 46, with reddish terrain and warm orange glow; and “Distant Ring Giant” at (-620, -115, -1180), radius 92, with muted gold/green terrain and a gold ring system. Also give Aurora a thin pale cyan ring. Add a warm yellow-orange sun/light at (-780, 330, -610), with a bright sphere and pulsing orange halo. Include a rotating “Ring Dock Station” at (118, 30, -92): a metallic cyan-lit torus ring, six spokes, a central sphere, and a beacon light. Activities and interactables: scatter 34 irregular procedural asteroids in a belt roughly 220–455 units from the center, around z=-360 with varied heights. Most contain 1 ore; every third asteroid contains 3 ore and a glowing cyan octahedral crystal. When the ship is within 82 units and the player presses F, mine each nearby unmined asteroid, hide it, and add its ore. Add seven glowing crystal props on the surface of each planet (they can be loaded from a Kenney Space Kit crystal asset or made as bright crystal clusters). When within 118 units of a planet and pressing F, scan it once, mark it scanned, award 250 credits, and slightly enlarge/highlight its crystals. Add four hostile pirate drones between approximately x ±210, y -10–120, z -760 to -430. Each is a dark red/maroon faceted cone-like drone with a red glowing eye, 2 hit points, and a short-range chase behavior: within 380 units it accelerates toward the player; within 20 units it damages shields at 18/sec and pushes the ship. Press F within 120 units to pulse/hit a drone; it takes two pulses to defeat, then disappears and awards 180 credits. F should be a shared scan/mine/combat/docking pulse action with a 1.4-second pulse cooldown and a visible expanding cyan wireframe sphere centered on the ship. Add two imported-looking surface lander docking props (a KayKit-style lander model): “Aurora Surface Lander” on Aurora and “Crimson Mining Lander” on the Crimson moon, placed on their surfaces and oriented along the surface normal. The Ring Dock Station and both landers are docking targets. When F is pressed within the target’s docking radius (34 for the station, 42 for landers), sell all carried ore for 35 credits each, give a flat 75-credit docking reward, set ore to zero, refill fuel to 100, repair shields to 100, and show a status message. There is no separate level-completion screen; the intended loop is fly, scan planets, mine asteroids, pulse pirate drones, warp between targets, and dock to refuel/repair/trade. Press J to warp to the nearest target (nearest planet, dock, remaining asteroid, or pirate). If fuel is at least 24 and warp cooldown is zero, teleport to a safe standoff distance of max(96, target radius+84), set a small approach velocity, consume 24 fuel, impose a 2.2-second cooldown, and display a warp message. Holding F or J may repeatedly attempt the action, but enforce the cooldowns. HUD: overlay a compact sci-fi interface over the full-screen canvas. At top-left show a boxed STARWAKE title in a bold geometric/Orbitron-like font. Across the top show bordered translucent dark panels labeled VEL, FUEL, SHIELD, ORE, and CREDITS, updating live; the initial values are velocity about 2, fuel 100%, shield 100%, ore 0, credits 0. Near the top center show the nearest target name and distance in yellow-white text, with a check mark after scanned planets. Put a small cyan ring/dot reticle at screen center. Along the bottom-left show a dark translucent mission panel with a cyan left border and text such as “Mission: Mine asteroids, scan planets, defeat pirates, and dock at landers to trade ore.” Beneath it show the keyboard legend: “W/↑ thrust · S/↓ brake · A/D or ←/→ yaw · Q/E roll · Space boost · F mine/scan/pulse · J warp.” Use cyan glow, subtle text shadows, thin blue borders, and responsive layout. On touch devices show translucent controls: a four-button directional pad for left/yaw, thrust, right/yaw, and brake at lower left, plus vertical BOOST, PULSE, and WARP buttons at lower right. Keep the entire experience in the dark, sparse, glowing cinematic style visible in the supplied screenshot.”