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Arcade › BodyOps: Survival

BodyOps: Survival

  • 3d
  • first-person-shooter
  • survival
  • zombie
  • low-poly
  • military
  • exploration
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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. Wellington Rodrigues built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BodyOps: Survival yet. Play it, then tell Wellington Rodrigues what you would add next.

Make your own game

BodyOps: Survival was built by Wellington Rodrigues 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 BodyOps: Survival 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 BodyOps: Survival

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 first-person 3D survival shooter titled “BodyOps: Survival,” with a grounded, slightly stylized low-poly military/abandoned-wilderness presentation. The camera is an FPS camera attached to the player, with a small white crosshair centered on screen and a visible block-built AK-47 viewmodel in the lower-right; the weapon has dark metal, brown wood stock/grip, magazine, and barrel. Build a large flat forest clearing with dark green ground, three parallel abandoned dark asphalt/concrete road strips, gray block-like abandoned house/debris structures with rusty reddish doors, scattered trees and rocks, soft shadows, fog, and a muted cloudy gray-green atmosphere. Place a non-hostile survivor soldier NPC in the world and four hostile animated male zombies at fixed distant positions around the area. Zombies should remain idle until the player is within approximately 22 meters, then move toward the player; at roughly 1.45 meters they attack periodically, dealing 8 health damage every 1.15 seconds and displaying the message “Você foi atacado”. Shooting uses a center-screen raycast: the AK-47 starts with 30 rounds and 90 reserve rounds, fires every 0.18 seconds, and deals 34 damage per hit; zombies have 60 health and die after enough hits, disappear, and award 100 score with the message “Zumbi neutralizado +100”. Include a pistol as the alternate weapon, with a 12-round magazine, shared reserve ammo, 0.32-second fire cooldown, and 24 damage per hit. Start equipped with the AK-47. Reload with R or the on-screen RECARREGAR button; reload takes about 0.9 seconds and fills the current magazine from reserve. Allow switching between AK-47 and PISTOLA with number keys 1/2 or the “TROCAR AK / PISTOLA” button. Include a brief firing recoil movement.

Implement survival meters: health starts at 100, hunger at 86, and thirst at 92. Hunger decreases continuously at about 0.22 per second and thirst at about 0.34 per second; when either falls below 8, health drains at about 1.1 per second. Do not add an invented game-over system—health can reach zero, but the shown code only clamps it. Scatter glowing spherical loot pickups: two food items, one water item, and one ammunition item. “USAR LOOT” collects the nearest pickup within about 2.3 meters: food restores 28 hunger, water restores 34 thirst, and ammo adds 30 reserve rounds; hide/remove the pickup and show a short pickup message. Start the player near the road at coordinates equivalent to (0,1,20), with pickups in the visible area and zombies around the houses/roads.

Add a simple accelerated day/night cycle. Start around 06:20/06:33, advance time continuously, move the directional sun and vary light/background/fog brightness accordingly; keep the displayed weather label “Nublado”. The setting label should read “Setor Floresta Norte.” Use soft ambient hemisphere lighting, warm directional sunlight, cool fill light, fog, tone mapping, and shadows to match the subdued screenshot aesthetic.

Use keyboard/mouse desktop controls and touch-friendly controls: WASD to move, Shift to sprint, C to crouch, Space to jump, mouse movement to look, mouse click to fire, R to reload, and 1/2 to select weapons. On mobile, provide an implied left joystick for movement and drag-to-look behavior, plus the visible touch buttons. Include bottom-right buttons labeled in Portuguese: “MIRAR”, “ATIRAR”, “RECARREGAR”, “USAR LOOT”, and “TROCAR AK / PISTOLA”. MIRAR should narrow the camera field of view from roughly 72 degrees to 52 degrees while held and label the weather/status as “Nublado · MIRANDO”.

Recreate the HUD as fixed translucent charcoal rounded panels with thin borders and a clean sans-serif typeface. Top-left panel: bold “BODYOPS: SURVIVAL”, “Setor Floresta Norte”, and three labeled horizontal bars—VIDA in red, FOME in amber/gold, and SEDE in blue—whose widths track the current values. Top-right panel: a digital time, “Nublado,” current weapon and ammo such as “AK-47 · 30 / 90,” and a gold status message initially “Explore e sobreviva.” Bottom-left panel: the Portuguese control instructions, including “WASD mover · Shift correr · C agachar · Space pular,” “Mouse mirar · Clique disparar · R recarregar · 1/2 trocar arma,” and the mobile note “No celular: joystick esquerdo + arraste para olhar.” Keep the scene playable in real time with responsive movement, shooting, aiming, reloading, loot collection, enemy pursuit, dynamic HUD updates, and the visible weapon/crosshair composition shown in the reference.

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