Prompt Motion
@AiMotionSiteS
Prompt library

Games

Playable mini space-dogfight game in a Starfox-like small diorama

Playable mini space-dogfight game in a Starfox-like small diorama is a 28-second Claude Opus motion design reference by @loktar00, built around Three.js. GOAL: Create one complete, self-contained HTML file for ROCKFALL SQUADRON, a PLAYABLE little space-dogfight game in the spirit of the… Copy this interactive motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

@loktar00View post

Prompt

GOAL: Create one complete, self-contained HTML file for ROCKFALL SQUADRON, a PLAYABLE little space-dogfight game in the spirit of the classic late-90s starfighter action games, built in three.js as a tiny isometric "small plays" diorama. MOTION: It plays itself in an attract mode, and the player can take over at any moment. THE LOOK, a tiny isometric "small plays" vignette: - A three.js scene seen through an ORTHOGRAPHIC camera at a fixed isometric angle (about 30 degrees down, 45 degrees around). The camera never moves or zooms; it gives only a tiny shake on big explosions. - Render at LOW RESOLUTION (about 360 pixels tall) into a render target with NearestFilter, then scale it up to the window by a whole-number factor with crisp nearest-neighbour pixels, so every pixel is a sharp square. - THE ARENA is one small, irregular FLOATING ASTEROID, cratered grey-brown rock about 75 percent of the frame width, drifting in the middle of a plain DARK NAVY-CHARCOAL page (#14161f) with a sparse field of tiny pixel stars and two or three small tumbling rocks around it. - Its outer edges dissolve into the dark page through an ORDERED DITHER (a 4x4 Bayer pattern), with no hard outline and no drop shadow. - On the asteroid: an enemy MINING BASE with a central dome glowing magenta, a tall radar dish that turns, landing pads with blinking lights, pipes and storage tanks, three DRONE TURRETS on stubby towers, a shield generator pylon, and deep craters with glinting ore. - Carefully modelled low-poly shapes with soft, simple shading: a cold white star light from one side casting crisp shadows, coloured point lights from engines, lasers and the base, and a generous ambient fill so everything reads clearly against the dark. - A clean palette of about 20 to 24 colours declared as constants: asteroid greys and browns, ore glint, base white and grey, magenta glow, warning yellow, turret red, shield cyan, hero ship white and blue, hero laser green, enemy drone crimson, enemy laser red, engine blue, explosion orange and yellow, smoke grey, star white, navy page. - SHIPS: small but carefully SHAPED, built from tapered and wedge shapes, never boxes: - Your SQUADRON of three sleek white-and-blue starfighters (about 14 low-res pixels long) with swept wings, glowing blue engine trails, and green laser bolts. They bank into turns and do quick BARREL ROLLS with a little sparkle. - ENEMY DRONES: crimson saucer-wing interceptors in small swarms, with red laser bolts. - A big enemy GUNSHIP that rises from the base partway through: a fat crimson hull with two turrets and a glowing weak spot underneath. - Fully bloodless: hit drones and turrets burst into tumbling pixel fragments, smoke and a bright flash. No pilots or people are shown. - No hands, ever. - No text, letters or numbers in the scene itself. - HUD: one tiny, crisp pixel-font readout in a corner (score, shield bar, smart-bomb count) and a little radar circle showing enemies as dots
Author original
Create one complete, self-contained HTML file for ROCKFALL SQUADRON, a PLAYABLE little space-dogfight game in the spirit of the classic late-90s starfighter action games, built in three.js as a tiny isometric "small plays" diorama. It plays itself in an attract mode, and the player can take over at any moment. THE LOOK, a tiny isometric "small plays" vignette: - A three.js scene seen through an ORTHOGRAPHIC camera at a fixed isometric angle (about 30 degrees down, 45 degrees around). The camera never moves or zooms; it gives only a tiny shake on big explosions. - Render at LOW RESOLUTION (about 360 pixels tall) into a render target with NearestFilter, then scale it up to the window by a whole-number factor with crisp nearest-neighbour pixels, so every pixel is a sharp square. - THE ARENA is one small, irregular FLOATING ASTEROID, cratered grey-brown rock about 75 percent of the frame width, drifting in the middle of a plain DARK NAVY-CHARCOAL page (#14161f) with a sparse field of tiny pixel stars and two or three small tumbling rocks around it. - Its outer edges dissolve into the dark page through an ORDERED DITHER (a 4x4 Bayer pattern), with no hard outline and no drop shadow. - On the asteroid: an enemy MINING BASE with a central dome glowing magenta, a tall radar dish that turns, landing pads with blinking lights, pipes and storage tanks, three DRONE TURRETS on stubby towers, a shield generator pylon, and deep craters with glinting ore. - Carefully modelled low-poly shapes with soft, simple shading: a cold white star light from one side casting crisp shadows, coloured point lights from engines, lasers and the base, and a generous ambient fill so everything reads clearly against the dark. - A clean palette of about 20 to 24 colours declared as constants: asteroid greys and browns, ore glint, base white and grey, magenta glow, warning yellow, turret red, shield cyan, hero ship white and blue, hero laser green, enemy drone crimson, enemy laser red, engine blue, explosion orange and yellow, smoke grey, star white, navy page. - SHIPS: small but carefully SHAPED, built from tapered and wedge shapes, never boxes: - Your SQUADRON of three sleek white-and-blue starfighters (about 14 low-res pixels long) with swept wings, glowing blue engine trails, and green laser bolts. They bank into turns and do quick BARREL ROLLS with a little sparkle. - ENEMY DRONES: crimson saucer-wing interceptors in small swarms, with red laser bolts. - A big enemy GUNSHIP that rises from the base partway through: a fat crimson hull with two turrets and a glowing weak spot underneath. - Fully bloodless: hit drones and turrets burst into tumbling pixel fragments, smoke and a bright flash. No pilots or people are shown. - No hands, ever. - No text, letters or numbers in the scene itself. - HUD: one tiny, crisp pixel-font readout in a corner (score, shield bar, smart-bomb count) and a little radar circle showing enemies as dots

Questions

What is this games prompt for?

It is a Claude Opus motion design brief for “Playable mini space-dogfight game in a Starfox-like small diorama”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @loktar00. Use View post to open the X video this prompt belongs to.

More games prompts