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Arcade › Dummy Range

Dummy Range

  • 3d
  • arcade
  • shooting-gallery
  • first-person
  • vr
  • webxr
  • target-practice
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. weston.burrell built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dummy Range yet. Play it, then tell weston.burrell what you would add next.

Make your own game

Dummy Range was built by weston.burrell 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 Dummy Range 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 Dummy Range

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-based 3D shooting-gallery game titled “Dummy Range” using Three.js/WebGL with a dark stylized low-poly aesthetic. Use a first-person/over-the-shoulder-free camera at about eye height (camera local position roughly y=1.75, z=9) looking down a long firing lane. The scene has a deep navy sky/background with atmospheric fog, a large dark blue spherical sky dome, a flat green ground surrounding a central gray-blue rectangular shooting lane, tall dark brown side walls on the left and right, and a wide brown backstop wall far downrange. Use soft shadows, a bright hemisphere light, and a directional sun light.

The core gameplay is to aim at practice dummies arranged in three firing rows and shoot them. Place 3 dummies around z=-10, 4 around z=-15, and 5 around z=-20, centered across the lane with spacings of approximately 3.4, 3.1, and 2.7 units respectively. Each dummy is a stylized humanoid target on a narrow wooden rectangular post: a tan wooden head, gray capsule-shaped torso, red circular chest target/accent, tan capsule-like arms, and a tan stand. They should cast shadows. While alive, every dummy continuously slides side-to-side around its starting x coordinate using a gentle sine-wave motion (about 0.85 units of travel) and subtly rotates around its vertical axis. The targets should be clearly visible in rows receding toward the backstop.

The player shoots using a ray from the camera center direction. A desktop pistol should be visible in the lower-right foreground: a compact dark metallic low-poly pistol with a gray-blue slide/barrel detail, glowing blue-purple sight/muzzle-ring accents, grip, trigger guard, and a small recoil animation after firing. Clicking the canvas or pressing Space fires, with a short desktop fire-rate limit of about 140 ms. A circular white crosshair with horizontal and vertical ticks remains centered on screen in desktop mode. On every shot increment Shots; raycast against dummy head, torso, or red chest target. A successful hit increments Hits and Score by 10 in desktop mode, creates a small glowing yellow bullet impact mark, briefly flashes the screen with a subtle white/pink radial hit effect, and causes the dummy to fall sideways over a short animation, remaining down for about 2.4–3.6 seconds before standing and moving again. Misses still count as shots and create a short-lived glowing impact mark at the ray endpoint. Update Accuracy as rounded Hits/Shots*100, showing 0% before any shots.

Provide a fixed translucent dark HUD over the scene. In the upper-left show a rounded panel with four lines exactly like: “Score: 0”, “Hits: 0”, “Shots: 0”, and “Accuracy: 0%”, updating live. Across the upper area show a second rounded translucent information panel with instructions: “Desktop: drag to look, click or press Space to shoot. VR: press Enter VR and use controller trigger. This is built with browser VR via WebXR, which is the modern replacement for old WebVR.” Put a centered crosshair over the gameplay and a rounded purple/blue gradient “Reset Round” button at the bottom-right. Reset Round must reset score, hits, shots, accuracy, player position/camera aim, target positions and all targets to alive, and clear temporary bullet marks and muzzle flashes. Also support keyboard R for reset.

Use mouse drag/orbit controls to look around, with damping, no panning, and a constrained vertical view. Support WASD and arrow keys to walk the shared player rig through the shooting range, clamped to the arena bounds; preserve the central aim/camera feel while moving. If touch controls are implemented, they should be optional and not obscure the HUD. Add WebXR support with an “Enter VR” button generated by the Three.js VRButton. In VR hide the desktop crosshair and desktop movement UI, attach a small matching blaster model to each VR controller, show a long blue controller aiming pointer, and fire on controller select/trigger using the controller’s forward direction. VR controller hits score 15 points, increment hits/shots and use the same falling/respawn behavior. Use controller thumbstick axes for locomotion through the same player rig and bounds. On entering VR disable desktop orbit controls and restore them on exit. Keep the game running continuously with animated targets, recoil, muzzle flashes, temporary impact marks, shadows, and live HUD updates.

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