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Corefront

  • 3d
  • fps
  • team-objective
  • sci-fi
  • arena
  • capture-the-flag
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

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Make your own game

Corefront 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 Corefront 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 Corefront

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.

Rebuild a first-person 3D team objective shooter called "Corefront". Use a dark, futuristic orbital-yard arena viewed through an FPS camera with mouse look, a centered white plus crosshair, WASD movement, Space to jump, Shift to sprint, left mouse to fire, R to reload, and number keys 1–4 for weapon slots. The player is the Blue squad leader and fights alongside three Blue bots against four Red bots, making an 4v4 match overall.

Scene and art: use a dark navy/black background with subtle fog, cool blue directional and hemisphere lighting, soft shadows, and an industrial sci-fi training-yard look. Build a square symmetrical arena approximately 34 by 34 units, enclosed by low dark blue-gray walls on all four sides. Place two matching raised platforms/structures on each side of the arena: left and right cover blocks around z=-9 and z=9, with a lower 7x1.2x6 platform and a taller wall element. Add two tall central cover blocks around x=-4 and x=4. Place decorative cover barrels near the team-side corners. The floor and walls should be blue-gray, with emissive team colors: cyan/blue for Blue and magenta-red for Red.

Put a glowing golden faceted Core (an icosahedron with a thin rotating golden ring) at the exact center. Put an octagonal Blue pedestal at z=-12 and an identical Red pedestal at z=12; each pedestal has a broad base and a glowing colored ring. The player begins near the Blue end at (0, approximately y=.2, z=-13). Spawn four Blue characters on the Blue half and four Red characters on the Red half. Characters can be simple capsule-like sci-fi soldiers with team-colored bodies and small pale visors; use astronaut/alien/barrel sci-fi assets if available, but preserve the clear blue-versus-red silhouettes.

Core rules and AI: initially the Core is in the center. A player or bot within roughly 1.5 units can pick it up; while carried, hide the world Core and place it above the carrier. Blue carriers should travel to the Blue pedestal and Red carriers to the Red pedestal. When the player carrying the Core reaches within roughly 2.3 units of the Blue pedestal, change to secured/scoring state; if the player moves more than 3 units away, drop the Core at the player's position. Bots move continuously toward the center when the Core is centered, toward their own pedestal when carrying it, and otherwise toward their team's end. Bots can pick up the center Core within roughly 1.2 units and secure it at their own pedestal within roughly 1.8 units. A dropped Core returns to the center after 12 seconds. While the Core is secured, award +1 point per second to the team of the carrier. End the match when Blue or Red reaches 100 points, show a win status, and stop active gameplay.

Combat: provide four weapons, selectable once per respawn/initial deployment with slots 1–4: assault rifle (30-round magazine, 90 reserve, 0.11-second fire interval, 26 damage), SMG (36-round magazine, 108 reserve, 0.065 interval, 18 damage), shotgun (8-round magazine, 24 reserve, 0.55 interval, 12 damage per hit), and sniper rifle (5-round magazine, 15 reserve, 1-second interval, 100 damage). Start with the assault rifle and 30/90 ammunition. Left click raycasts from the center of the camera and damages bots; when a bot reaches zero health, reset it to its original spawn with full health, and drop the Core if it was carrying it. R reloads from reserve into the current magazine. Bots should move and rotate toward objectives; they do not need sophisticated weapon visuals, but Red bots near the player can trigger an “Incoming fire! Use cover and reposition.” warning to imply pressure.

HUD: overlay a compact translucent dark panel centered along the top with “BLUE 0”, a middle objective label initially “CORE // CENTER”, and “0 RED”; update the scores and objective label to “CORE // CARRIER” while carried, “CORE // SCORING” while secured, and “MATCH COMPLETE” at the end. At upper left, show a translucent status message such as “Core is in the center. Capture it and bring it to your pedestal.” Update it for pickup, drops, scoring, deployment, and victory. At lower right, show “PRIMARY ASSAULT RIFLE” (or the selected weapon name), current ammo/reserve, and “R to reload · 1-4 weapon slots.” At bottom center, show “WASD move · mouse aim · click fire · Space jump · Shift sprint.”

Before deployment, display a full-screen dark radial-gradient overlay and centered rounded translucent navy card with a thin blue border. The card title is large spaced uppercase “COREFRONT”; subtitle: “A tactical 4v4 Core run on a symmetrical orbital yard. You are Blue squad leader; seven bots fill the match.” Below it, show four two-column rule tiles: “Carry the Core to Blue pedestal”, “Carrier is visible through walls”, “Scoring: +1 / second on pedestal”, and “First team to 100 wins”. Add a wide cyan button labeled “DEPLOY TO ARENA.” Clicking it hides the overlay, starts the match, and locks the pointer for FPS play. Keep the visual style clean, tactical, cool-toned, and minimalist, with cyan accents for the player team, red accents for the opposing team, glowing gold for the objective, and no extra game modes or invented systems.

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