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Arcade › Dropzone
Click the game above and it runs right here in your browser. No download, no installer, no account needed. E.P. Fonseca built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dropzone yet. Play it, then tell E.P. Fonseca what you would add next.
Dropzone was built by E.P. Fonseca 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 Dropzone 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.
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 first-person survival shooter titled “Dropzone” using Three.js-style rendering. The camera is a mouse-controlled pointer-lock first-person view with a small white “+” crosshair at screen center; do not use a third-person avatar. Show a large flat warm tan desert-industrial arena: a circular raised ground platform about 180 units in radius with a dark square grid over its surface, pale blue sky, atmospheric fog, scattered gray-brown low-poly rock pillars, chunky gray metal tower/building blocks with roof slabs, and many smaller gray metal crates. Use simple low-poly geometry, muted desert colors, shadows, and clean arcade presentation. Add a bright translucent blue circular storm ring on the ground around the central safe zone; the ring visibly contracts as the match progresses. The player starts at the center with 100 health, a magazine of 30 rounds, and 90 reserve rounds. The game begins paused with a centered message such as “Click to lock cursor and drop in”; clicking locks the pointer, starts the match, displays “Drop in,” and grants about 4 seconds of spawn protection. WASD moves relative to the camera, Left Shift sprints faster, Space jumps with gravity, mouse movement aims, and left click fires. Shooting is hitscan from the camera center, consumes one round, has roughly a 0.16-second cooldown, and deals 30 damage to a targeted enemy. Press R to reload a partially empty magazine over about 1.1 seconds, taking rounds from reserve; if empty, show “Reload.” Press E while close to a pickup to collect it. Press M to toggle the minimap between normal and zoomed scale, and P to pause. Pointer unlock pauses the match and should offer a click-to-resume state. Spawn 12 roaming red enemy bots around the arena at roughly 55–145 units from center. Each is a simple red capsule-like low-poly body, about 60 health, and moves directly toward the player when farther than 14 units, avoiding the arena boundary and the same circular obstacles. Enemies face the player and attack automatically when within 36 units, with attacks every roughly 0.75–1.45 seconds: deal 6 damage at range and 10 damage inside 18 units. Spawn protection prevents this damage temporarily. When hit twice, an enemy is removed, the kill count increases, an “Eliminated” message appears, and it drops one random ammo or medkit pickup. Scatter 14 floating, bobbing, slowly rotating octahedral loot markers through the map, with about one third green for medkits and the rest cyan/blue for ammo. Ammo pickups add 24 reserve rounds. Medkits restore 30 health up to 100. Remove collected items and show “+Ammo” or “+Medkit.” Make pickups visible on the minimap. Keep collision around rocks, towers, and crates so the player and bots cannot simply pass through them, and keep the player within the circular arena boundary. After an initial 8-second delay, shrink the safe radius from about 160 units toward a minimum of 42 at around 3.2 units per second. The player takes 8 health damage per second while outside the current safe radius (unless spawn-protected). End with “Victory Royale-ish” when all enemies are defeated, or “Eliminated” when health reaches zero. There are no respawns or extra rounds. Build a HUD over the 3D view. At the top, show dark translucent panels with Health, Ammo (current/reserve), Kills, and Enemies count. Also show match state (initially “Click to drop,” then “Alive,” “Paused,” or “Match Over”), safe-zone radius, a zone countdown during the initial delay or “Zone Closing,” whether the storm is causing “DAMAGE” or is clear, and a temporary spawn-shield timer. Put a dark translucent 220x220 minimap panel in the lower-right: draw the outer arena circle, blue safe-zone circle, gray obstacle marks, red enemy dots, cyan ammo dots, green medkit dots, and a white player dot. Put a dark translucent controls strip along the lower-left/bottom reading “WASD move · mouse aim · click shoot · shift sprint · space jump · E loot · R reload · M map · P pause.” Use temporary centered messages for drop-in, reload, under fire, eliminations, loot, and end states. Add simple restrained synthesized shooting, hit, jump, reload/loot feedback if audio is available, but keep the core game playable without relying on sound.