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Dropzone

  • 3d
  • third-person
  • shooter
  • survival
  • arena
  • low-poly
  • mobile-friendly
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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. Haritz Del Rey 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 Haritz Del Rey what you would add next.

Make your own game

Dropzone was built by Haritz Del Rey 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 third-person 3D arena survival shooter titled "Dropzone." Use Three.js-style real-time 3D rendering with a perspective camera following the player from about 7 units behind, centered on a small white glowing crosshair. The environment is an open square grassy arena: a large dark-green ground plane with a lighter-green circular safe-zone area in the middle, surrounded by a blue-sky/fog backdrop. Add soft shadows, bright daylight, and atmospheric fog. Scatter destructible-looking but functionally solid brown wooden crate cover around the arena (approximately at [-8,-2], [7,-4], [-6,7], [9,8], [1,-8], [15,1], [-15,-6], [14,-12], [-14,12]) and decorative low-poly trees around the perimeter (roughly at [-20,-18], [-12,-20], [5,-20], [19,-16], [-23,2], [21,12], [-19,18], [16,20], [0,22]).

The player starts at world position (0, 0, 10), represented by a blue futuristic soldier character holding a blaster in front/right of the body. If the character asset is unavailable, use a blue capsule-like humanoid marker. The camera follows and aims in the movement/shooting direction; movement is controlled with WASD on desktop or an onscreen joystick/touch control on mobile, and Space makes the character jump. Clicking or tapping fires a shot along the camera center/crosshair. Use a center raycast: a shot damages the enemy currently under the crosshair, has no visible projectile requirement, and each enemy takes 3 successful hits to kill. Briefly flash/enlarge a hit enemy when struck.

Spawn exactly 7 simple hostile enemies in a ring about 14 units from the arena center. Enemies should be chunky low-poly red-bodied figures with orange block heads and a narrow glowing yellow eye strip. They slowly home toward the player whenever within 24 units, rotate to face the player, and damage the player continuously when closer than 1.5 units. Give each enemy 3 HP, remove it when defeated, and increment the elimination count. When all seven are defeated, end the game with the centered message "VICTORY — arena cleared · tap to restart" and restart/reload when the player taps.

Add the storm mechanic: show a thin glowing pale-blue circular ring on the ground, initially at radius about 22.5, shrinking over time at roughly 0.085 radius units per second but never below radius 8. Compute storm status as 100 minus five times the player's distance outside the current ring; while outside the ring, continuously drain HP at about 4 HP/sec. Enemy contact also drains HP at about 10 HP/sec. End the game at zero HP with the centered message "ELIMINATED BY THE STORM · tap to restart" (the same storm message is used even if contact contributed to the final HP loss), and let a tap restart the game.

Use a fixed translucent dark navy HUD with rounded corners and subtle blue borders. At the top, put the uppercase blue title "DROPZONE" on the left; on the right show live counters exactly as "ELIMS 0", "HP 100", and "STORM 100" (round displayed HP and storm down/clamp to zero, while the underlying values can be fractional). Keep the crosshair centered over the 3D scene. At the bottom center show the instruction panel: "WASD / joystick move · Space jump · click/tap shoot · survive the storm". Make the layout responsive for narrow mobile screens, with smaller spacing and font sizes. Preserve the minimalist blue/green low-poly sci-fi battlefield aesthetic and the dark translucent glass-like HUD styling visible in the supplied reference.

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