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Arcade › Drop Zone

Drop Zone

  • 3d
  • third-person
  • battle-royale
  • shooter
  • tactical
  • building
  • survival
  • fortnite-like
  • stealth
  • hitscan
1
Remix it Discord

161 plays ·added June 17, 2026

About Drop Zone

Drop from the Battle Bus into a hilltop arena, open glowing chests for weapons, and crouch to slip past named bots. Let them fight each other, then pick your moment to loot, flank, and survive.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drop Zone yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Drop Zone was built by njdewitt13 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 Drop Zone 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 Drop Zone

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 third-person battle royale shooter called "Drop Zone" with a Fortnite-inspired loop. The game uses a low-poly, semi-realistic art style with ACES filmic tone mapping, strong directional shadows, procedural noise textures for materials, a gradient sky dome, fog, and instanced grass blades casting shadows.

CAMERA & PERSPECTIVE: Third-person over-the-shoulder camera positioned behind and above the player avatar, showing the character's back, hair, and gear. Camera distance 7.2 units normally, zooms to 4.7 units with right-shoulder offset when aiming down sights (ADS). Field of view 68° normally, narrows to 48° when ADS.

PLAYER AVATAR: A detailed humanoid tactical survivor with tan skin, feminine proportions, rust-red sleeveless tank top with fitted chest shapes and thin black shoulder straps, crossed rear harness straps forming an X on the back, small dark backpack, aviator goggles on forehead (metal frames with dark blue-tinted lenses and head strap), longer dark hair with side locks and rear sheet, face with painted details (eyebrows, eyes, nose, lips, cheek blush), brown cargo pants with wide belt and silver buckle, thigh straps, fingerless gloves, forearm wraps, tactical boots, and red shin guard with straps. Avatar scales to 0.72 normally, squashes vertically to 0.48 when crouching. Player holds a visible blaster weapon that changes appearance and color tint based on equipped weapon (rifle=yellow, shotgun=orange, SMG=cyan).

BATTLE BUS INTRO: Game starts with player aboard a blue rectangular bus suspended under a large tan spherical balloon by black cables. Bus has dark roof rack, rounded front cab, side windows, black wheels, cyan glowing underside lights, and a red/orange horn speaker. Bus flies diagonally across the map at altitude ~24 units, rotating to face its travel direction. Camera orbits the bus cinematically (FOV 58°, positioned -8.5, 4.2, 8.5 relative to bus). Center screen shows "DROP ZONE" title and "Drop from the Battle Bus" prompt with a Start button. Press Start or click to jump from the bus at its current position.

DROP MECHANIC: When player jumps, they fall with initial velocity -2.8, camera switches to third-person behind player. A deployable glider appears above the player (orange/red fabric wings, black trim, handlebar, suspension cables). Glider auto-deploys when player falls below altitude 17, or press Space to deploy early. With glider deployed, fall speed capped at -3.1; without glider, gravity is -18. Player lands on grassy terrain with small hills. After landing, glider disappears and standard movement begins.

BOT OPPONENTS: 8 AI bots with names from popular Fortnite streamers (Ninja, Bugha, Clix, SypherPK, NickEh30, Mongraal, Lachlan, TypicalGamer). Each bot is a humanoid tactical avatar wearing plate carrier vest, rear backpack, shoulder straps, utility pouches, knee pads, dark clothing. Each has a painted face texture with eyes, eyebrows, nose, mouth. Floating name tags (white text on dark semi-transparent background) hover above their heads at height 2.85. Bots jump from the battle bus at random delays (0.35-7.55 seconds after player), fall with gliders to random landing spots, then begin fighting. Name tags display their streamer names. Bots have 3 roles: "hunter" (aggressive, targets player at 14m range), "opportunist" (sometimes targets player at 11m, prefers bot skirmishes), "scavenger" (focuses on looting, rarely engages player). Bots shoot at each other frequently, creating ambient gunfire and eliminations. Status text announces when bots drop, land, and eliminate each other.

ARENA ENVIRONMENT: Circular grassy island 58m radius with dirt rim, faint white grid overlay (opacity 0.025). Four low grassy hills scattered across map (cylindrical platforms 1.1-1.6 units tall, 6-9m diameter). Low-poly trees (2.25-2.95 scale) at 12 fixed positions, rocks (1.4-2.5 scale) scattered randomly. Instanced grass blades (520 individual textured planes) cast shadows. Gradient sky dome transitions from dark blue (#0f2748) at top through light blue to cream at horizon. Hemisphere light and strong directional sunlight from (-24, 38, 18) casting dynamic shadows.

LOOT CHESTS: 8 golden treasure chests with rounded lids, black metal straps, lock plates, and orange glowing seams at fixed spawn positions. Chests are closed initially. Approach within 2.4m and press E to open: lid animates open, reveals a colored 3D weapon icon inside (rifle/shotgun/SMG), collects weapon + ammo + materials. Each chest contains one weapon type, 30-90 ammo, and 20-40 materials. Weapon icon rotates slowly inside opened chest. Nearest chest shows prompt: "Press E to open chest: [Weapon Name] + ammo".

WEAPONS & COMBAT: Three hitscan weapons selectable with 1/2/3 keys:
- Rifle (slot 1): 18 damage, 9 fire rate, 30 mag size, 90 reserve ammo, yellow tracer, 70m range, 0.018 spread
- Shotgun (slot 2): 6 pellets × 12 damage, 1.15 fire rate, 6 mag size, 18 reserve, orange tracer, 34m range, 0.085 spread  
- SMG (slot 3): 10 damage, 14 fire rate, 35 mag size, 70 reserve, cyan tracer, 48m range, 0.032 spread
Left-click shoots, right-click aims down sights (reduces spread by 55%), R reloads from reserve. Colored bullet tracers (semi-transparent lines) appear for 0.075 seconds. When player hits a bot, floating damage numbers (yellow for 18+, orange for less) spawn above them, rise upward, scale up, and fade out over 0.95 seconds. Bottom HUD shows 3 weapon slots with SVG icons (rifle, shotgun, SMG), slot numbers, current clip/reserve ammo. Active slot highlighted. Weapons start owned with full ammo.

BUILDING SYSTEM: Press Z (wall), X (ramp/stairs), C (floor) to place 2×2 unit wood-colored structures at snapped grid positions 2 units in front of player, oriented to nearest 90° angle. Costs 10 materials per piece. Walls are vertical 0.12×2.35×2 boxes, floors are horizontal 2×0.12×2 boxes, ramps are extruded triangular slopes 1.25 units tall. Placed builds appear transparent green (ghostGood material) before placement if affordable, red (ghostBad) if insufficient materials. Player-placed builds create cylinder colliders (radius 1.4) that block player and bot movement, and box raycast targets that stop bullets. Pre-placed starter builds exist on map (walls, floor, stairs) to establish arena vibe. Materials displayed in HUD (starts at 80, +20-40 per chest, +15 per elimination). Player builds cleared on game over; starter map builds remain.

STEALTH CROUCH: Hold Ctrl while grounded to crouch (movement speed 2.35 vs normal 5.2, sprint 8.2). Crouching reduces bot detection range by 55% (hunters detect at ~6.3m instead of 14m, opportunists at ~5m instead of 11m). Avatar squashes vertically to 0.48 scale when crouched. Status text: "stealth crouch to slip past bots."

SAFE ZONE SHRINK: Blue circular ring on ground marks safe zone edge (semi-transparent blue material). Purple ring marks storm damage area outside safe zone (semi-transparent purple). Safe zone shrinks from 55m radius to 12m over 220 seconds of gameplay. Players and bots outside safe zone take damage over time (player 8 DPS, bots 5 DPS). Status text warns "Storm damage — get inside the blue ring!" Top HUD shows current safe radius in meters and alive count (player + living bots).

HEALTH & SHIELD: Player starts 100 health, 50 shield. Damage hits shield first, then health. Two horizontal bars in HUD: green health bar (percentage fill) with numeric value, blue shield bar above it with numeric value. Taking damage triggers brief red screen flash (damage-flash CSS animation). Player dies at 0 health. Bots also have health/shield, take damage from player shots and other bots.

BOT AI BEHAVIOR: Bots path toward targets (other bots, player, loot, safe zone center). They avoid the player within 10m unless targeting them. Bots think every 0.55-1.6 seconds to pick new targets. Bots engage in skirmishes with each other (shoot orange tracers, damage each other, eliminate rivals). When bot targets another bot, it shoots at 42m range if line-of-sight clear. Bot-on-bot eliminations announced in status text. Bots shoot at player only when player comes within detection range (influenced by crouch stealth). Bot shots fire red tracers toward player with spread, dealing 6 damage per hit if not blocked by walls. Bots rotate to face their targets. Eliminated bots become invisible, drop off raycast target list, show status message.

CONTROLS: WASD move, mouse look, left-click shoot, right-click ADS, Space jump (or deploy glider in air), Shift sprint, Ctrl crouch, 1/2/3 weapon slots, R reload, E pick up loot, Z place wall, X place ramp, C place floor, H honk battle bus horn (plays layered sound).

HUD ELEMENTS: Top-left shows alive count (number icon), safe zone radius in meters. Bottom-left shows health bar (green), shield bar (blue), numeric health, numeric shield. Bottom-right shows current weapon ammo "clip / reserve". Bottom-center shows material count and 3-slot weapon hotbar with icons. Center-top shows status text messages (bot drops, eliminations, pickups, storm warnings). Center screen shows interactive prompts (loot chest E prompt when nearby). Victory/defeat screen overlays with "Victory Royale" or "Eliminated" title, message text, and Restart button.

WIN/LOSS CONDITIONS: Win when all 8 bots eliminated ("Victory Royale — you are the last player alive"). Lose when player health reaches 0 from bot shots or storm damage. Game over triggers screen overlay, pauses gameplay, exits pointer lock, clears player-placed builds.

AUDIO: Battle bus horn plays layered synthesized sound (3 oscillators: 145Hz saw, 218Hz square, 290Hz triangle) when jumping and when pressing H key. No other continuous audio; action is communicated via visual tracers and status text.

ART STYLE: Low-poly geometric models with procedurally textured materials (grass uses greens 0x2f7d3e-0x56aa5f with noise, dirt uses browns 0x6c4a28-0xa07848, stone grays, fabric rust-reds or tactical darks). Characters built from capsules, boxes, spheres with painted face textures. Realistic lighting with strong directional shadows, fog, ACES tone mapping. Smooth animations (glider deploy, chest lid open, avatar scale changes). Bullet tracers as glowing lines. Damage numbers as canvas-textured sprites. Name tags as CSS HTML elements positioned in 3D.

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