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Bloodied Grounds

  • 3d
  • fps
  • arcade
  • historical
  • skirmish
  • low-poly
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. jacksonthetractorboy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bloodied Grounds yet. Play it, then tell jacksonthetractorboy what you would add next.

Make your own game

Bloodied Grounds was built by jacksonthetractorboy 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 Bloodied Grounds 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 Bloodied Grounds

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 compact, playable 3D first-person shooter/skirmish called “Bloodied Grounds,” inspired by the 1862 Maryland Campaign but explicitly presented as a simplified arcade interpretation rather than a historical simulation. Use a Three.js-style low-poly scene viewed through a 75-degree first-person camera with mouse-look/pointer lock on desktop and touch controls on mobile. The world should have a muted, readable battlefield palette: green ground, gray-blue fog and sky, soft directional sunlight, simple low-poly trees and rocks, chunky geometric cover, and no gore. Use an orthographic-feeling clean low-poly aesthetic even though the camera is perspective-based, with exponential fog for atmosphere and simple shadows.

Begin on a dark translucent glass-like setup panel titled “Bloodied Grounds,” with the subtitle “Maryland Campaign-inspired first-person skirmish.” Give the player four dropdown choices: Army (Union or Confederate), Rank (Private, Sergeant, Captain), Gun (Springfield 1861, Enfield 1853, Sharps Carbine), and Map (South Mountain, Antietam — Cornfield & Sunken Road, Harpers Ferry), plus a Start button. Display the controls on the menu: WASD move, Mouse look, left click fire, R reload, Shift sprint, C crouch, E hold to capture, and Esc unlock/pause the mouse.

After starting, spawn the player in the selected map and show a minimal HUD. At the top, show a hint such as “Take the first objective,” and a status line showing the selected army, rank, and current enemy count. At the bottom show health/max health, weapon name with loaded and reserve ammunition (and “reloading” while applicable), and objective progress in the form “Objective: captured/3 • Current: label • Capture: percent%.” Put a small white crosshair at the screen center. Esc should unlock the mouse and show a centered translucent “Paused / Tap to resume” panel with a Restart button; death and victory should use the same permanent panel behavior.

The core loop is to move through the battlefield, shoot simple enemy soldiers, and capture three objectives in order. The player has a one-round magazine and must manually reload between shots. Hold E while standing within about 2.2 world units of the active objective for 2.5 seconds to capture it; progress drains gradually if the player stops interacting or leaves. Each capture turns that point’s white flag pale green, advances to the next objective, and spawns a larger enemy wave. Capture all three to win with the message “Victory — you held the ground. Press Restart to play again.” If health reaches zero, stop gameplay and show “Downed. Press Restart.”

Implement movement with WASD, normal speed about 4.2, sprint at about 1.55x while holding Shift, and crouch at about 0.68x speed while holding C; crouching also reduces the player camera/collision height from roughly 1.7 to 1.15. Use simple chunky AABB collision against map structures and a large fenced boundary. Do not add jumping or complex physics. Player health is 100 for Private, 110 for Sergeant, and 120 for Captain. Sergeant reloads about 6% faster, Captain reloads about 12% faster; the code’s rank setup also gives only a very small sprint modifier (approximately 1.02 for Sergeant and 1.05 for Captain).

Make the weapons hitscan and musket-like, each with one loaded shot: Springfield 1861 does 34 damage, has moderate spread, 1.85-second reload, 0.85-second fire delay, and 18 reserve rounds; Enfield 1853 does 32 damage, is more accurate, reloads in about 1.9 seconds, has a 0.9-second fire delay, and 18 reserve rounds; Sharps Carbine does 24 damage, has a 1.1-second reload, 0.45-second fire delay, slightly less damage but faster firing, and 24 reserve rounds. Fire from the camera center using a raycast with slight random spread, limit range to about 140, ignore shots blocked by cover, and render a very brief pale-yellow tracer line. Play simple synthesized firing, hit, reload, and capture sounds if audio is available.

Spawn an initial wave of six red-clad low-poly enemy capsule soldiers. Enemies have 60 health, move at roughly 2.1–2.6 units per second toward the current objective, and stop to shoot when they have line of sight to the player. Their line of sight should be blocked by colliders and limited to 60 units. When shooting, use a cooldown around 0.9–1.3 seconds, distance-based hit probability capped between roughly 8% and 42%, and deal random damage of about 10–17. Show very brief pale-yellow enemy tracer lines. Player shots should be able to kill enemies after enough hits, removing their simple capsule body; do not add blood or gore. Use red enemy uniforms. The chosen army is reflected in HUD identity; keep the battlefield readable rather than trying to simulate detailed uniforms.

Build the selectable environments as follows. South Mountain: a large raised green ridge/box across the rear area, a line of about 18 individual gray stone-wall blocks, scattered low-poly trees and rocks. Place objectives labeled “Stone Wall,” “Ridge,” and “Gap.” Spawn near the left/rear side. Antietam: a broad yellow-green cornfield patch with hundreds of thin simple corn stalks, a long brown sunken-road lane with raised green banks on both sides, and scattered trees. Objectives are “Cornfield,” “Sunken Road,” and “Left Flank.” Spawn toward the southwest. Harpers Ferry: a wide dark blue river strip along the back, a small low-poly town of about 16 randomly varied tan box buildings with dark pitched/cone-like roofs, a line of brown earthwork berms, and scattered trees. Objectives are “Earthworks,” “Town Center,” and “River Road.” Spawn on the west side. Every map should have a large dark boundary fence around the playable area.

Represent each capture point with a pale ring on the ground, a thin dark pole, and a simple white rectangular flag. Keep the scene uncluttered and readable through muted colors, fog, and basic geometric forms. Support both desktop pointer-lock play and mobile play with a virtual left joystick, a right-side look pad, and buttons for FIRE, RELOAD, CAPTURE, SPRINT, and CROUCH, while preserving the same mechanics and HUD. Ensure the game is immediately playable after selecting a loadout, has exactly three sequential capture objectives, short combat encounters, and no extra modes, inventory systems, gore, complex ballistics, or historically exact layouts.

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