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Arcade › Dropzone Gun Game
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Dropzone Gun Game was built by pattoncbp 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 Gun Game 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 playable 3D third-person arena shooter titled “Dropzone Gun Game.” Use a bright, stylized low-poly look with simple blocky humanoid fighters, saturated colors, soft shadows, blue sky/fog, and an elevated circular grassy island surrounded by blue water. The camera should follow behind and above the player, smoothly tracking their facing direction; show a small white four-pronged crosshair at screen center. Build the arena as a circular island about 18 units in radius, with a raised grassy top, a brown dirt/rock side, and a white torus boundary ring around the playable edge. Keep the player inside the circle. Scatter several rectangular brown crate/block obstacles around the island for cover, and add stylized trees made from brown cylindrical trunks and green cone foliage around the edges and arena. Add a few simple white cloud clusters in the sky. Use directional and hemisphere lighting with shadows. The player is a blocky blue humanoid with dark legs, a light head, and a visible gun held forward. Spawn the player at the center with 100 health. Movement is relative to the player’s facing: desktop WASD, and on touch devices a translucent circular virtual joystick at bottom-left with a movable inner knob. Let the player turn left/right by clicking the canvas to lock the mouse and moving the mouse horizontally; on touch, dragging the right half of the screen turns the player. Let the player fire using left mouse, Space, or a large circular red/pink FIRE button at bottom-right. Firing should be continuous while held, limited by the current weapon’s cooldown. Use simple glowing colored spherical projectiles that travel forward, collide with crates and the arena boundary, and disappear after a short lifetime. Include mild aim assistance: when firing, favor the closest living enemy that is within roughly 16 units and in front of the player, while retaining some projectile spread. Populate the island with exactly 7 active looping bot enemies. Each bot is a blocky red humanoid with a pale head and gun. Bots should strafe, chase when farther away, back off when too close, avoid obstacles and other bots, face the player, and periodically shoot red projectiles at the player when within about 14 units. Give bots 40 health. When a bot is eliminated, hide it and respawn it after roughly 1.4–2.2 seconds at a spawn point selected away from the player. Bots should visibly flash/tint when hit and create a brief expanding colored ring hit effect. The player’s shots should damage bots; enemy shots should damage the player. Crates and trees are visual/cover elements, while the rectangular crates specifically block movement and projectiles. Implement a five-step weapon ladder, upgrading automatically after every 3 eliminations: 0–2 eliminations is “Popper Pistol” (yellow, single shot, damage 12, cooldown 0.28 seconds); 3–5 is “Burst Carbine” (cyan, single shot, damage 10, cooldown 0.18); 6–8 is “Boomstick” (orange, six-pellet spread shot, damage 8 per pellet, cooldown 0.66); 9–11 is “Laser SMG” (green, single shot, damage 7, cooldown 0.1); and 12+ is “Storm Cannon” (purple, single shot, damage 26, cooldown 0.8). Visually recolor the player’s gun and slightly change its scale for the multi-pellet and heavy cannon weapons. Show a brief centered toast when a weapon upgrades. The round goal is 15 eliminations. If the player reaches 15, stop the action and show a dark translucent victory overlay titled “Round Cleared,” with text reporting 15 eliminations, the number of respawns/deaths, and the final weapon, plus a “Run It Again” button. If the player’s health reaches zero, count a death, instantly restore full health, return the player to the center, choose a slightly varied facing direction, and show a brief “Respawned — get back in there” toast; do not end the round. Create a fixed dark glass-style HUD overlay. At top-left place three rounded panels: “Elims” with a counter like “0 / 15,” “Weapon Tier” with the current weapon name, and “Health” with a horizontal health bar that shifts from green/yellow at high health to orange at medium and red/pink at low health. Keep the crosshair centered. Use semi-transparent touch controls over the scene: right-side look area, bottom-left joystick, and bottom-right FIRE button. Before play begins, show a full-screen dark translucent start overlay with a rounded card containing the title, the description “Battle-royale-style arena shooter — clear bots and your gun upgrades every 3 eliminations. Hit 15 to win the round,” three control cards for Move (WASD or left joystick), Aim (mouse lock or drag right side), and Shoot (mouse / Space / big FIRE button), a bright yellow-to-orange “Drop In” button, and the small disclaimer that this is an original shooter inspired by the gun-game mode vibe, not Fortnite assets. Hide the start overlay after pressing Drop In and begin the match with a toast stating the 15-elimination objective.