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Walled Dawn

  • 3d
  • third-person
  • exploration
  • low-poly
  • urban
  • recon
  • mobile-controls
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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. mohamd amin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Walled Dawn yet. Play it, then tell mohamd amin what you would add next.

Make your own game

Walled Dawn was built by mohamd amin 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 Walled Dawn 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 Walled Dawn

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 browser-based 3D third-person exploration prototype titled “Walled Dawn,” with a subdued stylized low-poly urban/district setting and a reconnaissance theme. Use a Three.js-like 3D renderer with a perspective camera, soft shadows, fog, and a pale blue-gray sky/background. The playable character is a male soldier/recon avatar loaded from an animated soldier model, standing in a broad walled city district. Place the player at the southern end of the main avenue, initially around (0, 0, 12), and follow him with a third-person camera at roughly 5 units distance. The camera should support mouse drag to look around and touch view dragging on mobile.

Build the environment as a large flat dark gray district foundation, approximately 72 by 72 units, enclosed by a perimeter made from chunky gray wall blocks about 7 units high. Include a prominent west-side gate/opening silhouette and distant wall geometry. Lay out a dark charcoal main avenue running north-south, about 8 units wide and 58 units long, crossing a wider east-west avenue. Add several thin muted beige lane lines running along the main avenue, visibly converging toward the distance. Populate both sides of the avenues with simple modular low-poly buildings: tan/cream house blocks with dark roofs, blue-green window panels, and several taller tower buildings. Arrange buildings to frame the avenue, including pairs around z=-16 and z=8/18, towers around x=-18 and x=18 near z=-4, a taller tower near the north end, and another toward the south. Add a row of decorative wall pieces at the gate plaza and capped perimeter wall segments. Scatter additional low-poly distant blocks around the district to create depth. The visual target is the attached view: the camera looks down a long dark roadway toward a central tall tan building with blue windows and green awnings, with tall gray perimeter silhouettes behind it. Keep forms geometric and untextured or minimally textured, with warm sunlight and cool blue ambient/rim light.

Lighting should include a bright warm directional late-afternoon sun from the upper-left/front, cool blue fill/rim lighting, soft shadows, ACES-style tone mapping, and blue-gray atmospheric fog that fades distant objects. Use solid materials: road charcoal, ground slate gray, walls medium gray, lane markings muted pale tan, and buildings warm beige/tan with dark roofs and blue/green window accents.

Implement basic movement and traversal. Support WASD and arrow keys for movement, mouse dragging to rotate/aim the camera, Shift to sprint, and Space to jump. Use a gravity-based controller with normal movement around 4.2 m/s, sprint while Shift is held, jump speed around 8.2, gravity around -22, and a slope limit near 46 degrees. Support mobile controls with a HUD button for SPRINT (hold to sprint), JUMP, and an on-screen touch movement mechanism/left-stick behavior plus drag-to-look. Animate the soldier with idle, walk, run, jump/fall, and landing states from the loaded character animations; rotate the soldier toward movement direction.

Add an ATTACK button styled as a large translucent red circular button. Pressing it should trigger a short attack state (about half a second) and play the soldier’s sword-slash animation if available, but do not invent enemies, damage, weapons, or combat outcomes: the current prototype only reserves the attack mechanic. Add a blue ODM button/toggle that changes its label to “ODM ON” when enabled and displays an “ODM READY” status, but keep ODM traversal as a reserved/foundation mechanic with no grappling, anchors, or special movement. Add a USE button that changes the mission text to “Recon route marked — ODM anchor network reserved” when pressed.

Create a clean fullscreen HUD over the 3D view. In the upper-left show the uppercase spaced title “WALLED DAWN // RECON DISTRICT” and beneath it the mission “Reach the western watchtower.” In the upper-right show a rounded translucent dark status panel with the current state (IDLE, WALK, RUN, JUMP, ATTACK, or ODM READY) and movement speed formatted to one decimal place followed by “m/s.” In the lower-left show the help text: “WASD / arrows to move · mouse drag to look · Shift to sprint · Space to jump” and a second line explaining touch movement and dragging the view to aim. Put circular translucent controls in the lower-right: SPRINT, JUMP, USE, ODM, and the larger red ATTACK button. Use white bold labels, subtle borders, blur/translucency, and shadows.

Include an initial loading screen titled “Walled Dawn,” with the subtitle “Build 1 · The First Wall,” a dark blue radial-gradient background, and a small animated loading bar; fade it away after assets load. The prototype’s active goal is simply to navigate toward the western watchtower; there is no implemented win screen, enemy AI, health, ammo, score, or lives system. Preserve the sense of a quiet recon sandbox and make the western watchtower/route the environmental objective rather than adding extra gameplay systems.

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