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Blockfire Outpost

  • 3d
  • first-person-shooter
  • voxel
  • arcade
  • arena
  • low-poly
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockfire Outpost yet. Play it, then tell the creator what you would add next.

Make your own game

Blockfire Outpost was built 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 Blockfire Outpost 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 Blockfire Outpost

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 first-person arena shooter titled “Blockfire Outpost.” Use Three.js with a first-person perspective camera and a simple low-poly/blocky visual style. The player starts at approximately (0, 0, 9) in a square grassy voxel-like outpost arena. The player avatar itself is not visibly rendered in first person; show a machine gun attached at the lower-right/front of the camera and a tiny yellow muzzle flash when firing. Keep a clear blue sky-colored background with matching distance fog, soft shadows, bright hemisphere/sun lighting, and a large 46-by-46 grass ground slab.

Build the arena from cube blocks: a continuous gray stone border around the outer edges, about 28 randomly placed single-column-to-three-block-high cover piles made from alternating dirt and stone cubes (avoid placing them near the player start), and several long two-block-high wooden wall sections across the back area around z=-9. Enable collision against the ground and all block geometry so the player cannot walk through the scenery. Use FPS controls: WASD or an on-screen joystick to move, mouse movement or touch dragging to aim, with jumping supported by the FPS controller. Set movement speed around 5.5, jump speed around 7, and gravity around -22.

Spawn six blocky humanoid raiders at roughly (10,-10), (-10,-8), (12,8), (-12,5), (7,14), and (-8,15). Give each a blocky character model with idle animation, red/enemy coloring where appropriate, and cast shadows. Raiders should pursue the player only while within 18 world units: move toward the player at about 1.2 units/second, rotate to face them, and stop when within about 1.8 units. At close range they continuously damage the player at about 7 HP per second. Each raider has 2 hit points. Aim with the centered crosshair and shoot a ray from the center of the camera; clicking the canvas or FIRE button fires, with a 180 ms firing cooldown. A successful hit reduces a raider’s HP and briefly makes it flash bright red; when its HP reaches zero, hide it and award 100 points. There is no ammunition counter or reload mechanic.

Overlay a fixed HUD. At the top center, show a dark translucent rounded rectangular bar with a subtle light border containing “BLOCKFIRE OUTPOST,” “SCORE 0” initially, and “HP 100”; update score and HP during play. Place a white, black-shadowed plus-shaped crosshair at screen center. Put a circular red translucent “FIRE” button with a white border on the lower-right for touch devices; it should also work with pointer/touch press and be slightly faded on desktop. Along the bottom center display the instruction “WASD / joystick to move · mouse or drag to aim · click FIRE to shoot” in a dark translucent rounded pill. On player death at zero HP, stop gameplay, show the centered message “OUTPOST OVERRUN,” and reveal a prominent gold “RESTART” button that reloads/restarts the game. Do not add extra weapons, pickups, waves, menus, or mechanics beyond this single arena, six pursuing enemies, shooting, score, HP, and restart flow.

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