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The Conquest

  • 3d
  • third-person
  • action
  • sandbox
  • medieval
  • open-world
  • inventory
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. Jared Carrigan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Conquest yet. Play it, then tell Jared Carrigan what you would add next.

Make your own game

The Conquest was built by Jared Carrigan 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 The Conquest 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 The Conquest

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.

Rebuild a browser-playable 3D third-person medieval wilderness sandbox titled “The Conquest.” Use a dark navy/black presentation with a low-poly, stylized Three.js-like look: a large flat green ground plane enclosed by a distant dark boundary/ring, atmospheric fog, a dark blue sky/background, directional sunlight and soft shadows. Scatter the wilderness with many simple conical evergreen trees (brown cylinder trunks and green cone tops) and irregular gray low-poly rocks. The world is approximately a 640-by-640 playable area, with the player constrained inside its square bounds.

The player is a simple low-poly humanoid made from capsule-shaped torso/armor, a spherical head, and a visible held weapon. Use a third-person over-the-shoulder camera about 7 units behind and 3.6 units above the player, looking toward the character’s upper body. Mouse movement while pointer-locked rotates yaw and limited up/down pitch; show a small centered “+” crosshair. Start with a full-screen translucent dark overlay and centered rounded card: title “The Conquest,” subtitle “A Skyrim-style sandbox prototype,” bullets stating that the player can explore a big wilderness and unlock shrines, fight enemies with different weapons, and loot/inventory/equip armor types, plus a “Start (Click to lock mouse)” button and the hint “Esc unlocks mouse • I inventory • M map.”

Place four glowing shrine fast-travel/respawn nodes, each consisting of a stone cylindrical base, a tall blue-violet obelisk, and a pulsing point light. Name and position them: Greywatch Shrine (-160,-110), Stonehollow Shrine (140,-80), Ravenmoor Shrine (-40,170), and Sunspire Shrine (170,160). The player starts at Greywatch Shrine, which is already discovered. Approaching another shrine within roughly 6.5 units discovers it, makes it a respawn point, and displays a toast that fast travel has been unlocked.

Create four enemy camps at roughly (-70,-10), (40,80), (120,-150), and (-170,120), each with a small ring of rocks and one enemy of each archetype. Enemies are simple low-poly humanoids with colored bodies and visible weapons: red/brown Bandits with swords, green Archers with bows, and blue Knights with axes. Bandits have 55 HP and rush/chase at about 4.3 speed, dealing 12 melee damage at close range. Knights have 70 HP, move at about 3.6 speed, and deal 18 damage with a slower, heavier melee attack. Archers have 45 HP, try to maintain about 14 units of distance, retreat if too close, approach if too far, and shoot enemy arrows when within 22 units. Enemies are idle/wandering when far away and become aggressive within about 26 units. Enemy arrows travel toward the player and deal 10 damage.

Give the player 100 maximum health and armor damage mitigation. The initial equipment is an Iron Sword and Leather Armor. Weapons are: Iron Sword (sword, 14 damage, 2-unit melee range, 0.42-second cooldown), Woodsman Axe (axe, 22 damage, 2.2-unit melee range, 0.72-second cooldown), and Hunting Bow (bow, 12 damage, 22-unit range, 0.55-second cooldown). Sword and axe attacks are short forward melee hit areas; the bow fires a visible arrow projectile forward. Defeated enemies fade out and drop a glowing, bobbing golden pickup: they always drop their corresponding weapon (Bandit sword, Archer bow, Knight axe), and have a 42% chance to also drop armor, selected from Leather Armor, Chainmail, or Plate Armor. Armor options should have these exact gameplay stats: Cloth Tunic defense 2 and speed multiplier 1.06, Leather Armor defense 6 and speed 1.00, Chainmail defense 11 and speed 0.94, Plate Armor defense 18 and speed 0.88. Armor defense reduces incoming damage by defense multiplied by 0.6, with at least 1 damage always applied. Heavier armor should visibly alter the player silhouette/material properties and reduce movement speed.

Controls must be: click the Start button or canvas to lock the mouse; mouse movement looks; WASD moves relative to camera/player yaw; Space jumps; Shift performs a sprint burst at increased speed with a short cooldown; left click attacks with the equipped weapon; E picks up the nearest glowing loot within about 2.6 units; I opens/closes the inventory; M opens/closes the map; Esc unlocks the pointer. Pause movement/combat updates while inventory or map panels are open. Keep movement on a flat ground with gravity and jump, and clamp the player and enemies to the world bounds.

Build a polished dark translucent HUD. In the top-left/top bar show rounded pills reading dynamic “HP: 100/100,” “Armor: 6” (based on current armor), “Weapon: Sword” (or Axe/Bow), and “Click to look — WASD move — I inventory — M map.” Show temporary centered toast messages for events such as shrine discovery, loot drops, pickups, attacks, damage, defeat, and respawn. On player death, show a respawn message, then reset health and teleport to the last discovered shrine (falling back to Greywatch Shrine).

The inventory is a centered rounded dark glass panel titled “Inventory,” with subtitle “Click an item to equip it. (I to close),” a Close button, an Equipment section showing equipped weapon, armor, defense, and speed, and a Backpack grid listing every collected item. Clicking a backpack item equips it immediately and updates the player model, HUD, attack behavior, and stats. Display weapon class, damage, cooldown, or armor class, defense, and speed in each item card. Include a customization section with a color picker labeled “Armor tint” and an “Apply Tint” button that changes the armor material color. Include the visible tips that enemies drop loot and E picks up glowing loot.

The map panel is another centered dark glass panel titled “Map & Fast Travel,” with subtitle “Select a discovered shrine. (M to close),” and a list of discovered shrines. Each discovered shrine is a selectable “Fast travel” button. If none are discovered, state that the player must explore and approach a shrine; Greywatch should nevertheless be initially discovered in the actual game state. Fast travel resets player position/velocity and updates the respawn shrine. Use rounded borders, subtle blue-violet highlights, blurred translucent panels, light text, and a restrained medieval-fantasy atmosphere. Do not add quests, towns, crafting, dungeons, bosses, procedural heightmap terrain, or other systems beyond this mechanics slice.

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