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Armed Skirmish

  • 3d
  • third-person
  • shooter
  • arena
  • 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. Varian Hilleshiem built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Armed Skirmish yet. Play it, then tell Varian Hilleshiem what you would add next.

Make your own game

Armed Skirmish was built by Varian Hilleshiem 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 Armed 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 Armed 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 playable browser 3D third-person arena shooter titled “Armed Skirmish.” Use Three.js-style realistic low-poly/animated assets and a fixed outdoor combat arena. The scene is a flat 42-by-42 dark olive-green square ground plane with soft shadows, surrounded by empty black/dark space rather than a visible skybox. Add six scattered low-poly rock/cliff cover objects and four stylized low-poly trees around the perimeter/arena, all casting and receiving shadows. Use ambient, hemisphere, and warm directional lighting with soft shadow mapping.

The player is an animated male soldier character standing at the center of the arena, seen from behind in an over-the-shoulder third-person camera. Attach a randomly selected weapon to the character’s right hand: Pistol, Machine Gun, or Shotgun. The camera follows the player at roughly 5.8 units behind and above them, looking toward the character’s upper body. Mouse movement while pointer lock is active rotates the player and camera horizontally and vertically; clamp vertical look so the camera cannot flip. The player can move with WASD, relative to the player’s facing direction, at about 7.5 units/second, constrained to x/z coordinates from -18 to 18. Play looping Idle and Walk animations as appropriate, and play a one-shot shooting animation when firing.

At game start, spawn exactly five armed enemy NPCs at distant positions around the player (roughly [10,11], [-10.5,8], [9,-12], [-11,-9], and [0.5,14]). Use a mixture of male and female animated soldier models. Each NPC randomly receives one of the same three weapons and has about 75–90 health and movement speed around 3.8–5.4. NPCs aggressively pursue the player: continuously turn toward them, walk toward them until within about 2.2 units, then idle while still aiming. When within 9.5 units, fire automatically according to the weapon’s cooldown. NPCs use their walk, idle, and one-shot shooting animations. Do not add enemy health bars or extra enemy UI.

Implement three weapons with these exact gameplay characteristics: Pistol deals 24 damage, fires every 0.28 seconds, has 0.035 spread and projectile speed 48; Machine Gun deals 17 damage, fires every 0.11 seconds, has 0.065 spread and speed 52; Shotgun deals 58 damage, fires every 0.95 seconds, has 0.19 spread and speed 32. The player’s weapon is selected randomly on each game start, and display its name in the HUD. Clicking the canvas requests pointer lock and fires if the current weapon cooldown has elapsed. Fire small bright spherical projectiles from an approximate muzzle position in the character’s facing direction. Color the projectile based on the weapon: yellow for pistol, mint/green for machine gun, and orange for shotgun. Projectiles travel for up to 1.8 seconds and use the weapon’s spread. Detect hits using a short radius around the target: player projectiles damage NPCs, and NPC projectiles damage the player. Remove projectiles on impact or expiration. When an NPC reaches zero health, remove it and its weapon/model and increment the kill count. When all five are defeated, end the game with a centered “VICTORY” overlay and text such as “All enemies defeated. 5 kills.”

The player starts with 100 health. Show a fixed HUD overlay: at top-left, a 220-by-22 red health bar with dark red backing and bright red gradient fill, initially full; at top-right, the current weapon name in large white text and below it “Kills: 0 | Left: 5” (updating as enemies are defeated and health changes). At the bottom center show the subdued rounded translucent instruction pill: “WASD move • Mouse look • Click to shoot • Defeat the armed NPCs”. If player health reaches zero, stop gameplay and show a centered dark translucent panel with the title “ELIMINATED,” a defeat message containing the kill count, and a Restart button. On victory show the same panel with “VICTORY,” the victory message, and Restart. Restart resets health, kills, enemies, projectiles, random weapons, positions, and camera state. Also allow the R key to restart after game over. Keep the presentation clean and minimal, with no crosshair, ammo counter, minimap, or weapon switching UI.

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