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Ultimate Football 3D

  • 3d
  • soccer
  • football
  • arcade
  • sports
  • third-person
  • stadium
  • multiplayer-style
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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. almosalem3 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Ultimate Football 3D was built by almosalem3 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 Ultimate Football 3D 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 Ultimate Football 3D

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 3D arcade football/soccer exhibition game titled “ULTIMATE FOOTBALL 3D.” Use a third-person camera following a simple controlled footballer on a rectangular green pitch, with mouse camera aiming/orbit and WASD movement; support a mobile virtual joystick through the control system. The player is a low-poly capsule-shaped humanoid with a blue rounded body, pale spherical head, and black shorts. Include a white spherical football on the ground in front of the player. The camera should sit behind and slightly above the player, with a broad view toward the opposing goal, and the player should face in the movement/camera direction.

Build a dark blue night stadium around the pitch. The field is approximately 34 units wide by 54 units long, with white touchlines, goal lines, a halfway line, and a white center circle. Put simple white goals at both ends, each made from two vertical posts, a crossbar, and a flat pale back/net panel. Add dark blocky stands beyond both end lines, with blue seating bands on one end and white seating bands on the other. Add tall dark floodlight poles at the four outer corners with horizontal white light fixtures. Use strong cool stadium lighting, shadows, fog, and a deep navy background; retain a clean stylized low-poly/primitive 3D aesthetic.

Populate the match with five opposing white-team capsule players and four blue-team teammate capsule players. Every humanoid should have a colored capsule torso, pale head, and black shorts. Place them in simple formations around the field. The AI players should drift back toward their home positions when far from the ball, but pursue the ball when it is within roughly 12 units; opponents and teammates should visibly move toward the ball with simple arcade AI. Keep the ball physics simple: shots and passes launch it with velocity, friction slows it, gravity makes it bounce slightly, it can rebound from the sidelines, and it can score when crossing either goal line inside the goal width.

The main menu is a full-screen translucent dark/navy overlay with a glassy bordered panel, the large two-line logo “ULTIMATE FOOTBALL 3D,” the subtitle “STADIUM MATCHDAY,” and buttons PLAY MATCH, TEAM SELECT, and SETTINGS. Team Select expands a small panel with BLUE FC and WHITE FC choices, with BLUE FC selected by default. Settings can simply display a brief “Settings: camera + sound ready” status notification. Below the menu, show “3 minute exhibition • keyboard + mouse • mobile joystick supported.” Starting Play Match resets the score and positions, hides the menu, starts a 3:00 countdown, and briefly shows a rounded blue “KICK-OFF” notification.

During play, show a fixed top-center glassy scoreboard reading “BLUE FC 0 — 0 WHITE FC” with the remaining timer underneath. If the selected team is changed, use that choice as the home team label and the other team as the away label, matching the game’s simple team-selection behavior. Show a bottom-left translucent instruction panel: “WASD move · mouse aim camera · SHIFT sprint” and “SPACE shoot · E pass.” SHIFT should activate sprint through the movement controls. SPACE shoots from the player toward the camera-facing direction, launching the ball strongly forward; display a temporary “SHOT!” notification. E passes toward the nearest blue teammate and displays “PASS.”

Goals should increment the home score for a ball entering the far/opposing goal and increment the away score for a ball entering the opposite goal, then pause play briefly, reset the ball near midfield, and show a notification such as “GOAL FOR BLUE FC” or “WHITE FC GOAL.” Continue the timer after the goal pause. At 0:00 stop the match and show a full-screen “FULL TIME” result overlay with the final score, a contextual message (“Victory! The stadium erupts.”, “Defeat — regroup for the rematch.”, or “A hard-fought draw.”), plus REMATCH and MAIN MENU buttons. Rematch resets and starts another three-minute match; Main Menu returns to the title screen. Use responsive UI sizing for desktop and mobile, with no extra gameplay systems beyond this exhibition match, score, timer, movement, shooting, passing, simple AI, and goal detection.

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