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Cityline Protocol

  • 3d
  • fps
  • shooter
  • urban
  • browser
  • arcade
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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Cityline Protocol 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 Cityline Protocol 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 Cityline Protocol

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 shooter slice titled “Cityline Protocol,” using a Three.js-style WebGL renderer with a cinematic, muted late-afternoon urban atmosphere. The game opens on a full-screen start overlay: a dark translucent blue-black gradient over the scene, with the title “CITYLINE PROTOCOL” at upper left (CITYLINE in pale blue-gray and PROTOCOL in warm amber), mission text “SECTOR 04 // CLEAR THE INTERSECTION” and “Live fire authorized. Watch the skyline.”, and a centered panel reading “ORIGINAL BROWSER FPS SLICE” above an outlined button labeled “ENTER SECTOR.” Clicking the button hides the overlay and locks the mouse for FPS play.

Build the level as a wide asphalt boulevard extending into the distance, crossed by a broad perpendicular street around z=-20. Put pale lane markings down the center of the boulevard at regular intervals and crosswalk-like markings across the cross street. Add raised sidewalks on both sides, concrete curbs, several dark speed bumps across the road, and visible sidewalk joint strips. Surround the road with a sparse city skyline: tall commercial skyscraper/building forms on alternating left and right sides, with layered concrete/glass architectural forms and some brown and blue-gray facade detail. Include four traffic-light/street-light props around the intersection, two abandoned gray cargo trucks parked on/near the boulevard, and scattered small dark street-furniture posts. Use shadows, fog, atmospheric haze, and warm sunlight from one side balanced by cool blue fill/rim lighting. The distant world should fade into blue-gray fog. Add subtle floating windblown dust particles throughout the scene.

The player is an invisible first-person character starting near the right/central lane at approximately (0, 1.1, 34), with an FPS camera having a moderately wide field of view around 72 degrees. Support WASD and arrow-key movement, mouse look, Space to jump, and normal FPS gravity. Movement speed should feel like about 7.5 units/second and jumping about 8.4 with downward gravity around -22. Mount a machine-gun model or convincing dark weapon silhouette at the lower-right of the camera, with slight bob while moving and a brief recoil kick when firing. Show a tiny yellow muzzle flash for roughly 55 milliseconds.

Place exactly seven static breakable rectangular orange targets in a row near the intersection, around x=-7 through x=6.5, slightly staggered in depth, each approximately 1.2 wide by 1.8 tall by 0.28 deep and standing on the road. They are not enemies and do not move or attack. Fire by left-clicking: cast a ray from the center of the screen, and if it hits a still-alive target, mark it destroyed, change it to a dark gray/blue-gray inactive object, increment the score, and briefly show a gold “TARGET HIT” message at screen center. Begin with a 30-round magazine. Each click while playing consumes one round; firing does nothing when empty. Press R to instantly refill the magazine to 30. There is no reload animation, health, lives, enemy AI, or other weapon inventory.

Overlay a clean dark tactical HUD that remains visible during play. At upper left show “CITYLINE PROTOCOL” and the mission text. Put a thin glowing pale-blue plus-shaped crosshair at the exact center. Put “TARGET HIT” centered over it with opacity-based brief feedback. At bottom right display a large two-digit magazine count starting at “30,” with the small label “7.62 // READY” below. At bottom left display “WASD / ARROWS MOVE · MOUSE LOOK · SPACE JUMP · CLICK FIRE”; when the magazine reaches zero replace it with “RELOAD WITH R · TARGETS REMAIN.” Keep the visual style restrained and cinematic: dark navy/charcoal asphalt, pale concrete sidewalks, blue-gray fog, cool glass, warm amber sunlight, compact uppercase tracking, soft shadows, and subtle bloom/glow around the reticle and muzzle flash. The objective is simply to enter the sector and shoot the seven visible targets while navigating the intersection.

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