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Classic Battle Royale

  • 3d
  • battle-royale
  • third-person
  • survival
  • offline
  • shooter
  • 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. azeen Hazin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Classic Battle Royale was built by azeen Hazin 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 Classic Battle Royale 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 Classic Battle Royale

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 playable 3D third-person offline training battle-royale game titled “Classic Battle Royale,” presented as a nostalgic 2018-inspired survival slice on an original map called Sunset Island. Use a Three.js-style WebGL presentation with a muted teal sky/background, atmospheric fog, warm directional sunset lighting, soft shadows, and a stylized low-poly island. The camera should follow the player from behind and slightly above in third person, with a centered white crosshair.

Build the island as a broad circular terrain platform surrounded by a larger circular ocean and a sandy coastal rim. The ground is green grass, with a dark asphalt north-south central road and several branch roads. Include low-poly buildings with boxy tan/gray walls and simple dark pitched roofs, plus scattered stylized trees, bushes, and wooden supply crates. Show floating gold location labels over named points of interest: PEAK, POCHINOK, MILL, RIVERSIDE, BIMASAKTI STRIP, FACTORY, HANGAR, SHIPYARD, and OBSERVATORY. The map should have a visible translucent golden circular safe-zone ring on the ground, initially large and centered on the island.

The player is a stylized soldier character, loaded from an animated soldier model when available, with a simple capsule-like fallback if assets fail. Begin from an aircraft/drop phase: when the player starts a training match, hide the menu, show the gameplay HUD, place the soldier high above one side of the island (around y=38, z=82), and have the character descend and move forward automatically for roughly eight seconds. Follow this descent with the camera, then transition into the active third-person ground phase when the player reaches the island. Spawn seven training enemy soldiers at fixed positions around the island; tint their materials slightly differently. Enemies wander slowly and can damage the player when nearby, but do not need complex AI or visible projectile behavior.

Implement the core combat loop: the player has 100 HP, 50 armor, a Ranger weapon, 30 rounds loaded, and 90 reserve rounds. Clicking/tapping FIRE shoots at a fixed interval of about 170 ms, consumes one loaded round, and raycasts from the player toward the camera’s forward direction up to about 85 meters. A hit deals 34 damage to an enemy; enemies are eliminated after their health reaches zero, become invisible, and increment the kill count. Press R to reload the magazine to 30 while consuming up to 30 reserve rounds. Press E, or use the mobile LOOT button, near a supply crate to pick it up and gain 30 ammo, capped at 120 loaded/reserve display ammo as implemented. Include basic player movement through a third-person controller, jumping, and animation changes between idle, walk/run, jump, and shooting. Support keyboard crouch toggling with C. The HUD hint may show the controls “R fire · E pickup · Shift sprint · C crouch,” while preserving the implemented pointer/touch shooting and reload behavior.

After 35 seconds of active play, shrink the safe-zone ring continuously from 92 meters toward a minimum radius of 24 meters at approximately 0.75 meters per second. Display the current zone radius, and damage the player over time when outside the zone. Nearby enemies can reduce armor first, then HP. End the match with DEFEAT when HP reaches zero, or VICTORY when all seven enemies are eliminated. Show a match-complete result panel with the outcome, eliminations, and elapsed time, plus PLAY AGAIN and MAIN MENU actions.

Create the full interface around the game. Start with a loading screen featuring a stylized orange/yellow flame emblem, the large stacked title “CLASSIC BATTLE ROYALE,” subtitle “2018-INSPIRED SURVIVAL,” a progress bar, and loading text. Then show a dark cinematic menu with the title, the text that this is an offline training match, and buttons for PLAY TRAINING MATCH, OPEN LOBBY, and SETTINGS. Display stats for Mode: Solo Training, Map: Sunset Island, and Build: 0.1. The Settings button can report that desktop and touch controls are enabled and audio is muted. Include a local lobby/ready-room screen with room code LOCAL-01, a READY UP button that changes to a ready state and then starts training, a BACK button, and a status list showing You, Offline training connection, and capacity 1 / 1; explicitly do not create fake online players or real multiplayer.

During gameplay, show a compact dark translucent HUD: top-left phase status (AIRCRAFT during descent, ACTIVE after landing), top-center/right ALIVE count beginning at 8 and the timer, and a gold zone status changing from ZONE STABLE to ZONE SHRINKING and then showing the radius. At the bottom show HP and armor numeric values with green and blue bars, a circular minimap-like decorative widget with a gold center marker, and the RANGER weapon/ammunition counter. On small screens, provide circular JUMP, FIRE, and LOOT touch buttons, retain the crosshair, and adapt the HUD responsively. Use dark blue-green panels, cream text, muted gray secondary text, gold/yellow emphasis, and red for the fire button. Keep the tone as a polished stylized training prototype rather than a full online game.

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