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Dropzone

  • 3d
  • third-person
  • shooter
  • survival
  • arcade
  • battle-royale
  • mobile
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. Aayush Mandhanya 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 Aayush Mandhanya what you would add next.

Make your own game

Dropzone was built by Aayush Mandhanya 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-style 3D third-person survival shooter called “Dropzone.” The player controls a soldier on a simple outdoor battlefield and must be the last squad standing by eliminating five enemy soldiers while surviving enemy attacks and a shrinking safe zone.

Camera and world: use a third-person camera following/aiming at the player from approximately 7 units behind, with a perspective field of view around 62 degrees. The world is a flat circular grassy battlefield about 55 units in radius, colored muted green, with a wide straight dark gray central road running through it. Add a pale blue sky/background with matching atmospheric fog that makes distant objects fade. Place a thin glowing cyan circular safe-zone ring on the ground, centered at the origin. Scatter ten low-poly stylized trees around the field, including trees near (-18,-13), (18,-10), (-22,9), (22,12), (-28,28), (27,27), (-35,-28), (34,-30), (-8,-34), and (9,34), using two alternating simple tree models and varied scales.

Player: spawn the soldier at (0,0,18), using a stylized low-poly animated male soldier model. Attach a sci-fi assault rifle to the player’s right/front side. The player can move with WASD or a mobile joystick through third-person controls, and can shoot with a mouse click, Space, or the large on-screen SHOOT button. Movement speed is about 8; support the control system’s third-person movement and jumping behavior, but the core game is ground combat. Show a small white crosshair at the center of the screen. Player shooting is camera-forward raycast shooting: begin with 30 ammunition, consume one round per shot, enforce roughly 180 ms between shots, and draw a very brief pale yellow tracer line from the camera toward the hit point. Each hit on an enemy deals 34 damage; enemies begin with 100 health, so three successful hits eliminate one. Award one elimination to ELIMS and remove the enemy from the scene. Shooting does nothing when out of ammo or after the game ends.

Enemies: spawn five stylized animated soldier enemies at approximately (-16,-18), (15,-17), (-24,18), (25,20), and (0,-26). They should initially idle, then continuously pursue the player when farther than 5 units, moving at roughly 1.5 units/second with a small per-enemy speed increase, turning toward the player and playing a run animation. When within 5 units, stop and play a one-handed shooting animation. Each enemy attacks on roughly a 1.2 second cooldown; enemy damage is based on distance, approximately max(3, round(10 - distance*0.15)), and reduces player HP. Start player HP at 100. If HP reaches zero, end the game with the message “ELIMINATED.”

Safe zone and defeat condition: start the zone radius at 38 meters and continuously shrink it by 0.45 meters per second, never below 8 meters. Scale the cyan ground ring to match the current radius. If the player is outside the zone, drain HP at 5 per second; reaching zero outside the zone ends the game with “OUTSIDE THE ZONE.” Freeze active gameplay after either game-over state and show a smaller secondary line reading “Refresh to drop again.”

HUD and visual style: create a clean mobile-friendly overlay over the 3D scene. At the upper left, show a dark translucent rounded panel with subtle border and shadow, the yellow/gold bold title “DROPZONE,” and the subtitle “Last squad standing.” At the upper right, show another dark translucent rounded panel with live right-aligned stats in large light text: “HP 100  AMMO 30,” then “ELIMS 0  ENEMIES 0,” then “ZONE 38m”; update all values live as health, ammo, eliminations, remaining enemies, and radius change. Use a centered white four-direction crosshair. At the bottom, show a dark translucent rounded instruction panel reading “WASD / joystick to move · click or SHOOT to fire” with SHOOT highlighted green, followed by “Stay inside the shrinking zone.” Put a large circular red/pink translucent SHOOT button with a white border at bottom right for touch input. Use muted, simplified low-poly geometry and restrained colors: pale blue sky, green ground, gray road, cyan zone ring, dark blue-gray HUD panels, gold title, white text, and red shoot control. Include soft shadows, hemisphere lighting, warm directional sunlight, and fog for the same understated arcade battle-royale presentation.

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