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Arcade › UrbanReign
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Nobody has said anything about UrbanReign yet. Play it, then tell DaVeRiX DreamBeatsProductions what you would add next.
UrbanReign was built by DaVeRiX DreamBeatsProductions 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 UrbanReign 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.
Create a third-person 3D melee fighting game titled “UrbanReign.” Build a compact urban street arena viewed from behind and slightly above the player with a perspective camera following the player at about 7 units distance. Use a dark blue-black nighttime/low-light atmosphere with fog, soft warm directional sunlight, cool rim lighting, and strong stylized shadows. The ground is a large dark gray street plane with faint parallel lane markings and a subtle translucent golden circular arena ring. Surround the play area with simple dark blocky building masses: tall rectangular blocks on the left and right and lower blocks at the far ends. Place one urban dumpster prop near the left/back side of the arena. Use two low-poly/blocky humanoid character models. The player fighter starts near (-2, 0, 1), and the rival starts near (2, 0, -1), facing each other. The player is a blocky bearded street fighter in an orange/brown top with green lower clothing; the rival is a blocky darker-skinned fighter in a red top and blue lower clothing, matching the chunky stylized appearance visible in the reference. Both characters cast and receive shadows and have idle, walk, sprint, attack, hurt, and death animation states when available. Keep the visual style simple, colorful, low-poly, and game-like rather than realistic. The core goal is to defeat the single rival in close-range combat. Let the player move around the arena using WASD, with joystick/mobile movement supported as indicated by the controls, at approximately 4.2 movement speed. Use third-person movement and allow normal jumping/gravity through the movement controller. The player attacks with a left mouse click or the on-screen ATTACK/PUNCH button. Attacks have a short cooldown of about 0.42 seconds, play the player’s right melee attack animation, and resolve the hit about 180 milliseconds after starting. If the rival is within 2.7 units, subtract 18 health from the rival, play a heavy punch impact sound and the rival hurt animation. The rival begins with 100 health. Give the rival simple autonomous behavior: if more than 2.1 units from the player, walk toward the player at about 0.8 speed and turn to face them. When within 2.1 units, attack every 1.6 seconds, deal 6 damage to the player, play the rival’s left melee attack and the punch impact sound. The player also begins with 100 health. Clamp both health values at zero. On rival defeat, stop active gameplay, show the rival death animation, and change the center hint to “Rival down. The block is yours.” On player defeat, stop active gameplay, show the player death animation, and change the hint to “You got dropped. Run it back.” Overlay a fixed HUD above the 3D view. At the top, show the gold, widely letter-spaced title “URBANREIGN” on the left and the instruction text “WASD / joystick to move · CLICK / ATTACK to strike” on the right in pale gray. At the bottom, show two horizontal health bars: a green player bar on the left and a red/pink enemy bar on the right, both inside dark backgrounds with light borders. Center a small pale-gray status hint above the bars, initially “Take the street.” Add a large circular red “PUNCH” button at the lower right for touch/mouse input, with a light border and darker bottom shadow. When the fight ends, reveal a gold “RUN IT BACK” restart button; restarting resets both health values to 100, restores the initial fighter positions, resets the hint to “Take the street.” and returns both characters to idle. Make the HUD responsive for narrow mobile screens, preserve a dark background, and keep the canvas fullscreen with no scrolling.