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Arcade › Breachline
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Nobody has said anything about Breachline yet. Play it, then tell Moussieur what you would add next.
Breachline was built by Moussieur 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 Breachline 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 first-person shooter called “Breachline: Sector 9,” using a Three.js-style 3D renderer and a dark, cinematic sci-fi urban setting. The game should open with a full-screen French-language briefing overlay over the scene: a translucent near-black panel with thin cyan border, gold uppercase kicker “PROTOTYPE FPS ORIGINAL // BROWSER BUILD,” large white/cyan BREACHLINE title, “SECTOR 9,” and the briefing that a ghost squad has locked down an evacuated district; the player must enter the streets, recover the cores, and escape before cleanup. Show a large cyan button “ENTRER DANS LE SECTEUR,” with a hint that the cursor is captured on the first click. List controls in a three-column grid: WASD movement, mouse aim/shoot, SPACE jump, R reload, SHIFT sprint, and MOBILE integrated joystick (the source UI advertises these; the core desktop mechanics are WASD/arrow movement, mouse pointer-lock aiming, Space/Numpad0 jump, R reload, and left mouse fire). On start, hide the briefing, capture the pointer, and display “SECTEUR ACTIF.” Build an FPS camera with a 72-degree perspective, mouse-look yaw and pitch, a player starting at approximately (0, 1.05, 13), movement speed about 6.4, jump speed 7.3, and gravity -22. The player can move with WASD or arrow keys and jump when grounded. Render a first-person dark machine gun/carbine at the lower-right of the camera, using a low-poly weapon asset if available. Left click fires with a roughly 115 ms fire interval, consuming a 30-round magazine; if empty, trigger reload. R reloads over about 1.1 seconds, replenishing up to 30 rounds from 90 reserve. Hitscan shooting should raycast from the screen center toward hostile soldiers, deal 34 damage per hit, show a brief gold “IMPACT” indicator and slight camera shake, award 10 points per hit and an additional 100 when a target is killed, then show a gold toast “CIBLE NEUTRALISÉE.” Create a bounded evacuated city district: a 72 by 72 dark asphalt ground plane, outer concrete walls around x/z approximately ±36 and north/south z ±24, four large concrete building blocks around (-15,-9), (15,-9), (-15,8), and (15,8), plus four smaller street pillars near (-10,3), (10,3), (-10,-15), and (10,-15), and low cover barriers around (-6,-1), (6,-1), (-6,17), (6,17), and (0,6). Include stylized commercial buildings in the four corners if using the referenced low-poly city assets. The visual style is low-poly urban sci-fi: concrete gray-blue structures, nearly black asphalt, cyan lighting and UI, gold objective/status accents, and red hostile accents. Use a dark blue-black background around #08131a, atmospheric fog from about 22 to 78 units, soft shadows, cool hemisphere and directional lighting, and a red point light near the central rear area for an emergency/security glow. The camera should feel like a compact tactical FPS arena; the code defines geometry and named world objects but does not implement physical collision resolution, so do not require elaborate collision behavior. Spawn three hostile animated soldier characters asynchronously when the soldier asset loads, initially around (-13,2), (13,0), and (0,-18). Tint them toward dark red/crimson and have them idle with an animation. Each living hostile tracks/looks toward the player and slowly approaches when farther than 6 units. At distances under 22, enemies periodically fire automatically: damage the player for 10 at under 10 units or 6 at longer range, roughly every 1.35–2.15 seconds. Incoming damage is absorbed by armor first, with armor absorbing 55% of each damage event; the player starts with 100 health and 50 armor. When health reaches zero, end the game with a French overlay: “SECTEUR PERDU,” explaining that security systems regained control, and offer “REJOUER L’OPÉRATION.” The objective is sequential data-core recovery. Place three glowing cyan terminals on the ground at approximately (-12,0,12), (12,0,5), and (0,0,-13), labeled A, B, and C in the objective state. The HUD initially says “OBJECTIF — LOCALISER LE NOYAU A”; the next unfinished core is always the objective. When the player is within 2.3 units of the current terminal, accumulate interaction progress for 1.6 seconds; moving away causes progress to decay slowly. On completion, mark that core done, turn its cyan emissive elements green, and toast “NOYAU A/B/C SÉCURISÉ.” After all three are secured, change the objective to “REJOINDRE LE POINT D’EXTRACTION”; win when the player reaches within 5 units of the world origin, then show a French success overlay “EXTRACTION RÉUSSIE” with “Noyaux récupérés. Score opérationnel : [score].” Also fail if the five-minute timer reaches zero. Keep a fixed HUD over gameplay with translucent glass-like panels and thin cyan borders. At top-left show “Opération,” “BREACHLINE // SECTOR 9,” and “Récupérer 3 noyaux de données avant extraction.” At top-right show ZONE “A-01,” HOSTILES with the current number of living enemies in red, and TEMPS counting down from 05:00 in gold. Center-top show the current objective. Put a simple glowing cyan crosshair at screen center, with the temporary gold IMPACT text on hits. Bottom-left show large cyan health/integrity (starting 100) and “INTÉGRITÉ // [armor] ARMURE.” Bottom-right show large white “[magazine] / 90” ammunition and “CARABINE // PRÊT,” changing to “FEU” briefly after shooting and “RECHARGE” during reload. Use responsive layout so the briefing and HUD remain usable on narrow screens, and retain the stark French tactical-interface typography, cyan/gold/red color coding, dark translucent panels, and minimal neon accents throughout.