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Traversal Lab

  • 3d
  • third-person
  • movement-sandbox
  • platformer
  • sci-fi
  • training-arena
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. iceman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Traversal Lab yet. Play it, then tell iceman what you would add next.

Make your own game

Traversal Lab was built by iceman 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 Traversal Lab 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 Traversal Lab

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 playable browser-based Three.js third-person movement sandbox titled “Traversal Lab.” The game is an open, dark sci-fi training arena viewed from a smooth perspective camera behind and above a small capsule-shaped robot. The camera should follow the player, orbit when the player drags on an empty part of the screen, and use a modestly wide perspective view. Use a deep navy background with light fog, a star-speckled dark sky dome, a large flat square arena floor with a subtle grid, cool blue/cyan lighting accents, soft shadows, and a clean futuristic test-lab mood. Use ACES-style filmic tone mapping, a bright hemisphere light, and a strong directional shadow-casting light.

Player: start the robot at approximately (0, 0, 8). Represent it as a pale metallic white/gray capsule torso about 1.8 units tall, with a cyan-blue visor/accent on its front and a small cyan directional cone/arrow near its feet/front. It should rotate smoothly to face its movement direction. Show a tiny centered reticle. There is no combat, health, score, inventory, or win state: this is a movement-testing sandbox.

Movement and controller mechanics: support WASD and arrow keys for camera-relative horizontal movement. Accelerate toward a base speed of about 8 and cap normal/boost movement at about 18, with smooth deceleration and less control in the air. Hold Shift to smoothly boost movement up to about 2.15x base speed. Press Space to jump with about 12 units of upward force. Include coyote time of roughly 0.12 seconds and jump input buffering of roughly 0.12 seconds; releasing jump early should shorten the jump. Apply gravity around -30 with stronger falling gravity and a terminal downward velocity around -85. Press Q to dash in the current movement direction, or the robot’s facing direction when there is no movement input. The dash lasts about 0.16 seconds, travels roughly 12 units, temporarily overrides horizontal velocity, and has a ground cooldown near 0.6 seconds and air cooldown near 0.8 seconds. Make the robot’s cyan accent flare brighter during the dash and fade afterward.

Wall traversal: enclose the arena with four solid boundary walls, and allow wall-running only while airborne and moving fast enough near a boundary wall. A wall run should reduce gravity to about -5, last at most about 1.2 seconds, and subtly push the player along the wall. Press jump while wall-running to wall-jump upward with about 14 force and push away from the wall with about 8 lateral force. The player should collide with arena limits and solid geometry rather than pass through it. Falling below the arena should reset the player to the starting position with zero velocity.

Training course geometry: use an approximately 36-by-36 playable square arena, bounded by dark solid perimeter walls roughly 5 units high. Add a broad ramp on the left side spanning x=-12 to x=-6 and z=-4 to z=4, rising from y=0 to y=2.5 along the x direction. Add a raised upper deck from x=-6 to x=-2, z=-4 to z=4, at y=2.5, so the ramp leads onto it. The controller should sample the ramp slope and support standing and moving on it; slopes up to about 55 degrees are standable. Add a large faint cyan circular lane/ring on the floor around the central area as a visual training marker.

Add one moving platform for traversal testing: a teal/green emissive rectangular plate about 3.2 by 3.2 units and 0.35 units thick, with a glowing cyan torus on its top. It should move continuously along a looping path: x around 7 plus sin(time*0.9)*5, y around 1.4 plus sin(time*1.8)*0.18, z around -8 plus cos(time*0.6)*2.5. Let the player land on it and be carried by its frame-to-frame movement. Place a faint cyan circular marker on the floor near its nominal starting area.

Add one lock-on target/drone at approximately (0, 0, -4). Build it as a dark narrow cylindrical stem with a floating pink/red glowing faceted core around y=1.9 and a thin pink torus ring around the core. The core should slowly rotate and the drone should bob subtly. Press L to toggle lock-on to the nearest available target (there is only this one). When locked, turn the target ring cyan, make the reticle border cyan, rotate the player smoothly to face the drone even while strafing, and bias the camera to frame both player and drone. Press L again to turn lock-on off.

HUD/UI: overlay the game with translucent near-black rounded panels with thin pale borders and a blurred/glass appearance. In the upper-left show the title “Traversal Lab” and the instruction line: “WASD move · Shift boost · Space jump · Q dash · L lock-on · drag on empty screen to orbit camera”. In the upper-right show live controller telemetry with colored labels: State (GROUNDED, AIR, or WALL RUN), Speed (current speed / 18), Vertical, Boost percentage, Dash CD in seconds, Lock (ON/OFF), and Ground (terrain, moving platform, or none). Center a small white/cyan outlined reticle. At the bottom center show the hint: “Use the ramp, run the side walls, and hop onto the moving platform. Lock onto the drone to test strafe-facing.”

Also provide touch controls over the scene for mobile: a left-side five-button D-pad arranged up/left/down/right with a B reset button, and right-side buttons labeled JUMP, DASH, BOOST, and LOCK. Holding the directional buttons should move, holding BOOST should boost, JUMP should support held/released jumping, and DASH/LOCK should trigger their respective actions. B resets the robot to (0,0,8), clears movement/vertical velocity and lock-on. Keep the visual style restrained: navy/black environment, slate geometry, pale robot, cyan movement/readout accents, teal moving platform, and pink drone target. Do not add enemies, attacks, goals, collectibles, health, or invented progression systems.

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