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Arcade › Base Command
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Base Command yet. Play it, then tell Liam Schuldes what you would add next.
Base Command was built by Liam Schuldes 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 Base Command 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.
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 military-base builder and recruitment-management game titled “Base Command.” Use Three.js or an equivalent real-time 3D engine with a perspective camera looking down over a compact fenced military compound. Let the player drag to orbit the camera and use the mouse wheel or pinch to zoom; constrain the camera to a high angled view of the base. Use a grassy dark olive parade ground with a subtle square grid, two dark access roads (one across the rear and one vertically through the center), soft shadows, blue sky-colored background/fog, and modern low-poly/procedural military visuals. The compound should start with a perimeter fence, five supply crates, a red command flag, a circular helipad, a raised watchtower, a radio mast, an entry checkpoint with booth and striped barrier, and twelve empty square build plots arranged in three rows (four plots per row). Empty plots should be translucent green glowing/hover-highlighted squares and become hidden when occupied. The core loop is resource management. Start with 320 supplies, day 1, recruit capacity 4, morale 62, no recruits, and no buildings. Base operations generate supplies every 5 seconds: 12 base supplies plus 2 per living recruit plus the income from constructed buildings. Increment the displayed day on each economy tick. Display supplies, living recruits/capacity, ready/available recruits, fallen count, morale, day, and income per 5 seconds in a translucent dark-green HUD panel. Construction: show a Construction panel with five selectable buttons, numbered for hotkeys 1–5. Clicking a building button selects/deselects it; then clicking an unoccupied glowing plot constructs it if the player can afford it. Deduct the cost, add capacity where applicable, hide the plot, and place a clearly recognizable building on that plot. Include: Barracks (140 supplies, +6 recruit capacity; a modular olive flat-roof building with foundation, door, narrow windows, camo panels, roof equipment, lights, and BARRACKS sign); Training Zone (110 supplies, +7 supplies per economy tick; a black/rubber training yard with yellow firing line, three targets, tires, pull-up bar, and TRAINING sign); Canteen (95 supplies, +3 capacity and +4 supplies/tick; an olive mess hall with serving awning, windows, door, outdoor tables/benches, and MESS HALL sign); Supply Depot (75 supplies, +10 supplies/tick; two shipping-container-like units, ribs, fuel tank, and crates with SUPPLY sign); and Vehicle Garage (160 supplies, +13 supplies/tick; an open-sided maintenance bay with olive walls/roof, roll-up door slats, floor line, locker, oil drum, antenna, lights, MOTOR POOL sign, and a parked small utility vehicle). Prevent construction on occupied plots and show a temporary warning when supplies are insufficient. Applicants arrive at the gate on a timer: spawn the first applicant after about 2 seconds, then a new applicant every 15 seconds. Visually show a worker/applicant waiting near the gate briefly. Each applicant has a generated name, one trait from Sharpshooter, Medic, Engineer, Scout, Cook, Mechanic, Drill Lead, or Radio Op, grit from 45–90, discipline from 35–89, and a cost calculated from those stats (35 + floor((grit + discipline)/5)). The Recruit Office panel on the lower right shows the candidate’s name, trait, grit, discipline, and supply cost, or a countdown when nobody is waiting. The player can press Recruit Candidate if there is room and enough supplies. Recruiting deducts the cost, adds the person to the roster as available, increases morale by 3 for a Cook or Medic and otherwise by 1 (up to 100), and places a soldier character in a formation near the front of the base. Capacity counts living recruits; fallen recruits no longer occupy capacity. Use soldier and worker low-poly character models if available, with idle animation, plus low-poly crates and fence assets. Add a Mission Board panel with three launchable timed missions. Missions automatically take the first available recruits needed: Perimeter Patrol needs 2, lasts 18 seconds, reward 55 supplies, low danger, base success 0.72, casualty risk 0.08, and text about securing the fence line; Sneak Attack needs 3, lasts 24 seconds, reward 95, medium danger, base success 0.58, casualty risk 0.18, and text about striking a nearby raider cache; Full Assault needs 5, lasts 32 seconds, reward 170, high danger, base success 0.45, casualty risk 0.32, and text about overrunning a hostile position. Disable launch buttons when too few available recruits exist. When launched, mark squad members as on mission and hide them from the formation; show each active mission and remaining seconds in the mission status. Resolve missions when their timers expire. Calculate success using the mission base chance plus squad grit/discipline, morale, relevant traits, experience, and training/garage bonuses, capped to a reasonable maximum. Scout and Radio Op improve patrols; Scout and Mechanic improve sneak attacks; Sharpshooter and Drill Lead improve assaults; Medics improve all missions. Training Zones and Vehicle Garages improve success and reduce casualties. Successful missions add a reward scaled slightly by squad size, increase successful mission count and morale, and return surviving recruits to available status. Failed missions reduce morale and failed mission count. Both outcomes can cause casualties based on mission risk; remove fallen soldiers from the scene, increment Fallen, and permanently leave them out of the roster capacity. Surviving squad members gain mission experience. Use temporary centered toast messages for errors such as insufficient recruits, insufficient supplies, or occupied plots, and a rolling command log showing events such as construction, arrivals, recruitment, launches, mission outcomes, and day income. Style the interface as a readable military command overlay: translucent dark green rounded panels with pale green text, lime-highlighted values, olive gradient buttons, gold outline for selected construction, and responsive layout for desktop and mobile. Put stats at the top, help text explaining construction and camera controls beside them, the event log below on the left, Mission Board at upper right, Recruit Office at lower right, and Construction controls along the lower left. Include click feedback sound if available. The game should feel like a lightweight strategic base-management sandbox focused on choosing buildings, managing a limited roster, recruiting applicants, and committing squads to risky missions; do not add unrelated combat controls or features.