Create a playable 3D fighting game that runs entirely in the browser: a complete, self-contained combat experience where a human player duels a computer-controlled opponent in real time, with the polish and game-feel of a real fighting game rather than a tech demo.
Combat: give the player a genuine fighting-game moveset — approach, retreat, and sidestepping or circling movement; light and heavy attacks with distinct startup, active, and recovery phases so timing and spacing matter; blocking with meaningful damage reduction and chip damage; a parry or dodge with a tight timing window and a real reward for landing it; a throw or guard-break that punishes excessive blocking; hit-stun, block-stun, directional knockback, and launchers that can lead into air combos when they fit the style. Attacks must land with impact: brief hit-pause, camera shake scaled to the blow, sparks or impact bursts at the contact point, and visible reaction animations from the fighter taking the hit. Include a super meter that builds through fighting — dealing damage, taking damage, landing specials — and unlocks a devastating super attack with its own cinematic presentation. Build a health system with knockouts, a round timer, and a best-of-three match structure.
Character behavior: both fighters are readable, animated 3D humanoid characters — stylized procedural or keyframed rigs are fine, but they must feel alive: distinct idle, walk, dash, attack, block, hit-reaction, and knockdown states with smooth blending; anticipation frames that telegraph attacks; and recovery poses that expose vulnerability. The computer opponent must fight like a decision-maker: it manages spacing, blocks and evades intelligently, punishes whiffed and blocked attacks, mixes aggression with defense, adapts its tempo to the round state, and telegraphs its moves so a human can learn to read it. Difficulty should be beatable but genuinely challenging, leaving clean opportunities for the player to improve.
UI and feedback: a fighting-game HUD with health bars that show a draining ghost-damage segment, round-win indicators, a super meter with a visibly charged state, a round timer, and big in-game announcements for round start, K.O., time-up, and victory. Provide a title screen, a controls primer, pause, and a rematch flow; include character select if you build more than one fighter. Every input should feel responsive: input buffering during recovery, a visible reaction to every button press, and clear whiff punishment. Put move lists or control hints where the player can actually find them.
Scene setup: stage the duel in an evocative arena of your choosing — ring, rooftop, dojo, wasteland, whatever fits the tone — with a dynamic fighting-game camera that tracks both fighters, keeps them framed, and punches in on heavy hits; lighting with rim and fill so both characters read clearly against the environment; grounded shadows; and atmospheric touches such as dust kicked up on dashes and impacts. Performance and clarity come first: the fighters and their states must always be legible.
Pursue the full depth of the experience: tune frame data and knockback until exchanges feel snappy and fair, make corner pressure and spacing real, and polish states like guard-break stun, comeback supers, and dramatic final-round moments. Do not take shortcuts or settle for a cookie-cutter arena with two capsules bumping into each other. This skill imposes no token budget limit, so keep refining combat feel, character readability, AI behavior, and presentation until the game feels authored, complete, and genuinely fun to play.