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Drop Zone

  • 3d
  • battle-royale
  • third-person
  • shooter
  • survival
  • browser
  • low-poly
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. bennett.badolato40 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 bennett.badolato40 what you would add next.

Make your own game

Drop Zone was built by bennett.badolato40 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 browser-playable 3D battle-royale arena game titled “Drop Zone” using Three.js or an equivalent WebGL engine. Use a third-person over-the-shoulder camera following the player in a circular outdoor arena. The camera should sit roughly 5.8 units above and 10 units behind the player, look toward the player’s aim direction, and support mouse movement or touch dragging to rotate yaw and pitch. The player is represented by a simple low-poly capsule-like fighter with a colored body, pale spherical head, and a small dark rectangular weapon; enemy bots use the same simple stylized humanoid construction, alternating red and orange/yellow body colors. Render the world in a bright low-poly style: blue sky background with light fog, green circular grass ground, scattered irregular gray rocks, and many simple conical evergreen trees with brown trunks. Add soft shadows, bright directional sunlight, and a translucent blue storm boundary ring on the ground. Scatter floating, slowly bobbing and rotating cubic loot crates: blue crates grant 24 reserve ammunition and green crates grant one medkit when the player approaches them. Include collision with the rocks and trees and keep all characters inside the arena edge.

The match begins paused behind a dark translucent start overlay titled “Drop Zone,” explaining movement, aiming, firing, storm survival, and eliminating fighters, with a “Drop In” button. Once started, spawn the player near the center and 11 AI opponents at random safe positions, for 12 total players. The goal is to be the last fighter alive. Bots wander around the arena, chase the player when nearby, when outside the storm, or when only a few players remain, and shoot at close range. Each bot has 100 health; player bullets deal 34 base damage, and enemy bullets deal roughly 10–15 damage. A bot death removes it from the world, reduces the alive count, awards 35 credits, displays a brief “Bot down” message, and has a chance to drop ammo or medkit loot. The player wins when only one player remains. The player loses when health reaches zero; show a game-over overlay with “Victory Royale” or “Eliminated,” summary statistics, and a “Play Again” button.

Implement a shrinking storm circle. Begin with storm/safe radius 56 in an arena of radius 72. Show a blue ring around the safe area and a countdown to the next shrink, initially 40 seconds. When the countdown expires, reset it to 18 seconds and reduce the safe radius by 8, down to a minimum of 12; smoothly move the visible storm radius toward the new safe radius. Damage the player for 9 per second while outside the current storm radius, and damage bots outside it for 8 per second. Display a temporary “Storm is closing in” message whenever it shrinks. The player has 100 health, 30 rounds in the magazine, 120 reserve ammo, two medkits, and a basic weapon that fires every 0.17 seconds. Holding fire automatically shoots repeatedly while ammunition remains; automatically reload when the magazine reaches zero if reserve ammo exists. Press R to reload manually. Press E or H, or hold/tap the MED control, to consume a medkit and restore 35 health, capped at 100; do not use one at 95 health or higher.

Provide a live HUD over the game with dark translucent rounded panels showing Players alive, Health, Ammo as magazine/reserve, Credits, and a yellow Storm countdown. Put a centered crosshair and a temporary centered status message such as “Eliminate the bots. Stay inside the circle.” or “Elims 0 • Medkits 2.” Include a SHOP button. During a match, SHOP or keyboard B opens a dark “Field Shop” overlay and pauses movement/combat updates; Escape or Close resumes the match. Give the player 40 starting credits and six upgrade categories, each purchasable up to level 3 with escalating costs: Damage Boost (35, 55, 80; +8 damage per level), Rapid Fire (40, 60, 90; lower fire interval by 0.022 per level to a minimum of 0.08), Sprint Boost (30, 45, 65; +3 movement speed per level), Armor Plates (40, 60, 85; reduce incoming damage by 10% per level), Extended Mag (25, 45, 70; +8 magazine capacity per level and refill when purchased), and Combat Medic (30, 50, 75; +10 healing power per level and grant one medkit on purchase). Show each item’s description, level, cost, disabled state when unaffordable, and MAXED state.

Support desktop and mobile controls. On desktop use WASD or arrow keys for movement, mouse movement with pointer lock for aim, Space to fire, R to reload, E/H to heal, B for shop, Enter/Space/click to start. On mobile provide four translucent bottom-left directional buttons (left, up, down, right), a FIRE hold button and MED button at bottom right, and allow dragging directly on the game view to aim. Make buttons large, rounded, semi-transparent, and touch-friendly. Keep the HUD responsive: compact two-column statistic panels on narrow screens, the center message below the top HUD, and the shop as a single-column list on phones. Use clean sans-serif typography, dark glass-like overlays, cyan/blue primary buttons, white text, and warning-yellow storm text.

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