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Warehouse Madness

  • 3d
  • fighting
  • arcade
  • warehouse
  • boxing
  • low-poly
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. chad romero built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Warehouse Madness yet. Play it, then tell chad romero what you would add next.

Make your own game

Warehouse Madness was built by chad romero 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 Warehouse Madness 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 Warehouse Madness

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 arcade fighting game titled “Warehouse Madness.” Use Three.js-style real-time 3D rendering with a dark, industrial, low-poly warehouse arena viewed from a third-person, slightly elevated perspective. The camera should begin behind and above the ring, frame both fighters, smoothly follow the midpoint between them, and allow limited orbiting with the mouse (damping enabled, no panning, constrained zoom and vertical angle). Render soft shadows, fog, a concrete-gray floor, dark blue-gray metal warehouse walls on all four sides, and six bright rectangular overhead light fixtures. Mark the fight area with a thin glowing blue circular ring line on the floor. Scatter about fourteen chunky wooden crates/pallet-like box props randomly around the outside of the ring.

At the start, show a dark translucent rounded menu panel over the scene. The top overlay should read “Warehouse Madness” in bold uppercase white text, with a compact hint: “Click once to enable audio • WASD move • J/K punch • Space block • E pick/drop • F swing.” The menu heading is “Choose your opponent.” Build a responsive roster grid of clickable opponent cards using the supplied opponent face images; each card has a large cropped face image, “Boxer 1,” “Boxer 2,” etc., “Click to fight,” and “Cheatin’ allowed.” Also show the note: “Your character is locked in (main image). Opponents are the rest.” Clicking a card starts a fight against that opponent. The player uses the supplied main face image and the selected opponent uses the corresponding opponent face image.

Make each fighter a deliberately chunky, simple low-poly humanoid: capsule-shaped colored torso, capsule arms and legs, red spherical boxing gloves, a dark spherical head, and a square transparent billboard/photo face plane in front of the head that always looks toward the camera. Give the player a warm orange/yellow body and the opponent a pale cyan/blue body. Place the player at one side of the ring and opponent opposite, both initially facing one another. Keep fighters inside the circular ring boundary.

The core goal is a one-on-one dirty warehouse boxing match: reduce the opponent’s HP to zero before your own HP reaches zero. Both fighters begin with 100 HP and 100 stamina. The player faces the opponent automatically while moving. WASD moves relative to the player’s current facing direction: W/S forward/back and A/D strafe left/right. J and K perform left and right punches respectively. Punches consume stamina, have a short wind-up and active window, reach roughly 1.55 world units, deal 12 damage, and only connect when the attacker is close enough and roughly facing the target. Animate the selected glove thrusting forward and then returning. Holding Space blocks: reduce incoming damage to 35%, drain stamina while held and additionally when blocking a hit; stamina regenerates over time, more slowly while blocking, and blocking stops when stamina is nearly empty. Q performs a quick lateral sidestep/dodge, consuming stamina and briefly granting invulnerability; clamp the resulting position inside the ring. E near an item picks it up, while E when holding an item drops it. F swings a held weapon, with an animated arc, stamina cost, range, damage, and limited durability.

Place six interactable weapons around the ring at random positions, made from three repeating types: wooden chair, cardboard box, and metal trash can. Model them as chunky primitive meshes. Chairs deal 18 damage with durability 6 and reach 1.35; boxes deal 10 damage with durability 5 and reach 1.05; trash cans deal 14 damage with durability 7 and reach 1.2. Picking one up attaches it visibly to the fighter’s hand/side and displays its type and remaining durability. Weapon swings have a brief wind-up/active period, deal their type’s bonus damage if in range and facing the opponent, reduce durability on a successful hit, and remove the weapon when its durability reaches zero. Dropping returns it to the floor. The opponent AI should pursue the player, face them, strafe occasionally, slow while blocking, sometimes block at close range, punch or swing a nearby weapon when in range, opportunistically pick up nearby weapons, and occasionally dodge.

During combat, replace the menu with a centered translucent HUD panel. Show two labeled groups, “YOU” and “OPP,” each with a red/orange HP bar and a green/blue stamina bar. Beneath them show player status on the left (“Hands only” or “Holding: CHAIR/BOX/TRASH (durability)”), a centered state such as “BLOCKING” or “DODGE,” and opponent weapon status on the right (“Opp weapon: ...”). Keep the title and control hint visible at the top. When either fighter reaches zero HP, stop combat and show a centered KO panel with either “YOU GOT DROPPED” or “YOU WIN,” plus “Press R to rematch • Press Esc for roster.” R starts the same opponent fight again; Esc returns to opponent selection. Ensure the fight can be restarted cleanly with fighters, weapons, health, stamina, and positions reset.

Use a dark blue-black interface with white text, subtle blue borders, translucent blurred panels, rounded corners, and compact system sans-serif typography. Use Tone.js or equivalent synthesized audio: require the first click/key press to enable audio, then play a restrained warehouse beat with kick, hats, bass, and minor-ish chords; add short synth/noise sounds for punches, blocks, dodges, pickups, weapon swings, weapon breaks, and the win/KO result. Keep the overall tone playful, rough, and chaotic—an arcade boxing bout where honest boxing quickly turns into grabbing warehouse objects.

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