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Dropzone

  • 3d
  • arena-shooter
  • battle-royale
  • low-poly
  • third-person
  • mobile-friendly
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. Pi Tung built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dropzone yet. Play it, then tell Pi Tung what you would add next.

Make your own game

Dropzone was built by Pi Tung 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.

Read the build brief for Dropzone

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 playable Three.js 3D third-person arena shooter titled “Dropzone.” Use an elevated, over-the-shoulder/isometric camera looking down at a small circular grassy arena. The player is a simple bright-blue toy-like humanoid made from a capsule body and spherical head, carrying a small dark rifle; rotate the player toward the mouse/touch aim point. Surround the arena with a low dark-green rim, a bright cyan translucent circular storm ring on the ground, and a blue sky with light fog. Scatter roughly 16 stylized low-poly pine trees around the outer arena, with brown trunks and simple green cone foliage. Add five permanent brown wooden cover walls placed around the arena, each a tall narrow rectangular barrier with varied rotations.

The core loop is a three-round run. On the start overlay, pause before play and show the large title DROPZONE, explanatory text about starting when ready and clearing three rounds, and a rounded yellow “DROP IN” button. The initial state is Round 1/3 with HP 100, Shields 35, and Walls 5. Pressing DROP IN starts the match and grants a short spawn shield (3 seconds in round one, 2.5 seconds on later rounds), during which enemy shots cannot damage the player. Each round spawns 2 + round number × 2 red toy-like enemy humanoids (4, 6, then 8), each carrying a small rifle, plus pickups distributed around the arena. Enemies have increasing health (48, 54, 60), move toward the player when farther than 8 units, wander when close, shoot only within 24 units when their line of sight is not blocked by a wall, and take storm damage outside the safe circle. Enemy bullets are orange/red glowing spheres and player bullets are pale-yellow glowing spheres.

Move with WASD or arrow keys; use the mouse to aim over the ground and hold/click to fire, with Enter also firing. Fire two pale glowing projectiles in the direction of aim at a rapid 0.18-second cooldown; player hits deal 32 damage, while enemy hits deal 10 damage. Use Space to build a temporary player wooden wall directly several units in front of the player, oriented perpendicular to the aim direction. The player begins with 5 wall charges, each build consumes one, and pickups can restore two. Player-built walls have 38 HP, block bullets and enemy line of sight, and disappear after 28 seconds with a fade during the final six seconds. Permanent cover is indestructible. Use Shift to dash in the movement direction, or toward aim if not moving: apply a strong burst velocity, with a 3.25-second cooldown and a very short invulnerability window. Keep the player inside the outer world radius and allow movement around the arena.

Implement health and shield damage where shields absorb damage first, with HP capped at 100 and shields capped at 100. The shrinking storm begins at radius 40, waits 10 seconds, then contracts toward radius 14 over 85 seconds; show its cyan ring visually and damage player and enemies outside it. Place rotating, bobbing, glowing cube pickups around the arena: shield pickups restore 35 shields, green med pickups restore 28 health, and yellow wall pickups restore 2 wall charges (wall charges cap at 8). Defeated enemies have a 60% chance to drop one random shield, wall, or med pickup. When all enemies in a round are defeated, refill some resources (35 HP, 30 shields, 2 walls, with appropriate caps), spawn the next escalating round, and grant its fresh spawn shield. Clearing all three rounds ends in victory; dying ends in a knocked-out state. Both outcomes show a modal overlay with a retry/play-again button and a message, and do not automatically start another run.

Use a clean bright low-poly/toy aesthetic with simple colored Three.js materials, soft shadows, a blue sky, green terrain, and translucent dark glass HUD panels. Keep a centered white crosshair. The HUD must continuously show, in three top panels: left “HP [value] · Shields [value] · Walls [value]”; center “Round [current]/3 · Ready” before starting, “Shield [seconds]s” during spawn protection, otherwise a dash cooldown/“Dash Ready,” and victory/knocked states; right “Enemies [count] · Storm [percentage]%” plus WIN or OUT at game end. Show temporary centered messages such as “Wall placed,” “Dash!,” pickup rewards, round transitions, and shield status.

Support mobile touch controls as well as desktop: a large translucent virtual joystick at bottom-left for movement, circular FIRE at bottom-right for held shooting, BUILD above it, and DASH nearby. Hide mobile controls on mouse/desktop layouts and show a compact keyboard/mouse guide there. Ensure the initial overlay, responsive HUD, start/retry flow, live enemy/pickup/wall counts, shooting, storm, cover, dash, building, and three-round win condition are all functional rather than decorative.

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