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Drop Zone Ops

  • 3d
  • third-person
  • shooter
  • survival
  • arcade
  • tactical
  • battle-royale
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. Not Real built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drop Zone Ops yet. Play it, then tell Not Real what you would add next.

Make your own game

Drop Zone Ops was built by Not Real 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 Ops 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 Ops

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 third-person survival shooter called “Drop Zone Ops” using Three.js. Show a bright stylized outdoor arena from an over-the-shoulder camera that follows the player, with a pale blue sky/background and light fog. The playable ground is a large circular green grassy island, bounded around radius 54–58, crossed by two dark gray roads in a plus shape. Scatter simple blocky brown buildings/structures and many stylized low-poly trees made from brown cylindrical trunks and green cone crowns around the arena. Place about ten glowing cyan supply crates around the map; they should bob and rotate and, when the player gets close, restore 12 HP and 25 shield, increase score by 25, and disappear.

The player is a small stylized operator made from primitive meshes: dark capsule-like body, bright blue rectangular vest, peach spherical head, and a small gray rifle. Start the player near the center at approximately (0, 11). Aim with the mouse by projecting the cursor to the ground; rotate the player and shooting direction toward the aim point. Move with WASD or arrow keys, with smooth acceleration/drag and collision against buildings, trees, and temporary walls. Fire with mouse click or Space, with a roughly 145 ms fire cooldown and effectively unlimited ammunition. Spawn small glowing yellow bullets traveling quickly in a straight line. Bullets should collide with enemies and world obstacles, producing brief particle bursts; each player hit deals 28 damage.

Spawn 8 enemy operators at positions around the outer arena, including the corners and side areas. Enemies should be simple red capsule-bodied figures with dark helmets and gray rifles. They keep a medium distance from the player: chase if farther than about 9 units, retreat if closer than about 5, move with collision handling, face the player, and shoot red projectiles when within about 32 units, roughly every 1–2 seconds. Enemy bullets deal 15 damage. Give enemies 70 HP; killing one removes it, awards 100 score, creates an orange particle burst, and has a 75% chance to drop a glowing supply crate. Display the number of remaining enemies, starting at 8. Win when all enemies are eliminated and show the message “Victory Royale-ish!” with a restart instruction.

Add a tactical build-cover mechanic: pressing Q or clicking “Build Cover”/“Wall” creates a temporary orange-brown rectangular wall about 4.2 wide and 2.2 high, positioned roughly 3.1 units in front of the player and oriented perpendicular to the aim direction. It blocks movement and projectiles, lasts 14 seconds, fades during its final 2 seconds, and has a roughly 0.9 second placement cooldown. Use it as cover from enemy fire. If the player’s shield is depleted, incoming damage reduces HP; when HP reaches zero, end the game and show “Squad Wiped” with a restart instruction.

Implement a shrinking storm/safe-zone ring: begin with a translucent purple circular ring at radius 45 centered on the arena and gradually shrink it toward radius 15 over time (about 0.36 radius units per second). Tint the background purple while the player is outside the ring and periodically deal 8 damage about every 0.75 seconds. Keep the ring visible on the ground. The player cannot leave the circular arena boundary.

HUD: overlay dark translucent panels at the top with HP and Shield labels and horizontal meters, plus “Score 0” and “Enemies 8”. HP should be a green-to-yellow bar and shield a cyan-to-purple bar. Show a centered title/message near the upper middle at startup: “Drop Zone Ops” and the instruction “WASD/Arrows move • Mouse aim • Click shoot • Q build cover”; fade this message after shooting and replace it on victory/defeat. Keep a small white plus crosshair at screen center. At the bottom provide orange “Build Cover” and “Restart” buttons. For touch/coarse-pointer devices, replace the desktop bottom controls with a translucent circular virtual joystick on the lower left and large action buttons on the lower right: a red circular “Fire” button and a blue “Wall” button. Make the interface responsive, with bold white system-style text, drop shadows, rounded meters, and bright arcade-like colors. Include a smooth camera that stays behind the player relative to aim direction, looks at the player, and renders shadows, primitive low-poly geometry, particles, fog, and simple lighting.

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