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Warship Skirmish

  • 3d
  • arcade
  • naval-combat
  • top-down
  • action
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. Artin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Warship Skirmish yet. Play it, then tell Artin what you would add next.

Make your own game

Warship Skirmish was built by Artin 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 Warship Skirmish 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 Warship Skirmish

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 naval combat game titled "Warship Skirmish". Use Three.js with a top-down, slightly angled perspective camera looking down at a large square open-ocean arena. The ocean is a dark teal-blue plane with a subtle glowing navigation grid, dark blue atmospheric background/fog, soft bright directional sunlight, shadows, and light-blue hemisphere fill. Keep the camera centered/following the player, positioned high above and behind the ship, smoothly tracking its x/z movement while looking slightly ahead of it.

The player controls one large stylized low-poly warship, initially near the bottom/southern side of the arena at world position (0, 22), facing toward the top/north. Use a large ship model with a tan/cream hull and deck, masts/details, and cast shadows. The player can steer freely on the horizontal ocean plane with WASD or arrow keys: up/W moves north, down/S south, left/A west, right/D east. Movement is direct x/z movement at about 13 world units per second, clamped to x=-30..30 and z=-48..38. Visually yaw the ship slightly left/right while steering. Also provide mobile/touch controls at the bottom-right: a translucent dark panel containing a 3-by-3 directional pad with only the center top/left/center-bottom/right arrow buttons active, plus a large circular red FIRE button.

Place three enemy ships in the distance/northern half: two small stylized low-poly ships at roughly (-18,-18) and (18,-10), and one larger cargo-style ship at (0,-34). They should be tan/cream nautical models distinct from the player. Each enemy has 2 hit points and gently patrols around its starting area using small sinusoidal x/z motion. Enemies do not visibly launch projectiles; instead, while alive they have a low random chance to damage the player when within 48 world units, reducing player hull by 5. The player starts with 100 hull.

Implement firing with Space or the touch FIRE button. Firing has a 0.55 second cooldown. Spawn a glowing orange/yellow spherical cannon shot above/in front of the player (around y=2.2 and six units toward the ship's forward/northern direction), traveling straight north along -z at about 34 units per second. When a shot comes within about 5 units of a living enemy, remove the shot, reduce that enemy's health by 1, and add 100 score. Hide an enemy model when its health reaches zero. Clean up shots that travel beyond the northern edge. The player wins when all three enemies are destroyed; the player loses when hull reaches zero. Freeze gameplay on either end state.

Build a fixed HTML HUD over the canvas. At the top, use a wide translucent very-dark navy rounded panel with a thin pale-blue border. On the left show bold spaced uppercase "WARSHIP SKIRMISH" and below it the hint "WASD / arrows to steer · Space to fire". On the right show live text in the format "Hull 100 · Enemy 3", decreasing hull and remaining living enemy count as play proceeds. Center an initial overlay message reading "CAPTAIN ON DECK" with "Destroy the enemy fleet. Your ship is the blue marker." underneath. When the game ends, replace it with either "FLEET DESTROYED" if the player survives or "SHIP LOST" if hull reaches zero, followed by "Score [score] · Reload to sail again". Keep the HUD responsive: on desktop position the controls as a roughly 330px-wide panel in the lower-right; on smaller screens let the controls span the lower area with the d-pad on the left and FIRE on the right. Use clean white Arial-like text, translucent navy glass panels, rounded corners, and a large red-orange circular FIRE button.

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