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Dustline

  • 3d
  • fps
  • team-deathmatch
  • arcade
  • low-poly
  • arena
  • browser
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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. JKN MHD built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dustline yet. Play it, then tell JKN MHD what you would add next.

Make your own game

Dustline was built by JKN MHD 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 Dustline 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 Dustline

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 Three.js first-person team deathmatch called “DUSTLINE.” Use a dark, compact 3D arena with a charcoal/navy floor, deep blue-gray background and atmospheric fog, soft shadows, and stylized low-poly soldier characters. The arena is a rectangular floor approximately 32 by 24 units, enclosed/structured by chunky gray-blue cover walls: side blocks at the left and right edges, end barriers, and two long central vertical cover pieces. Add repeated thin yellow/gold lines running lengthwise across the floor, giving the setting a stark industrial/dustline visual language. Light the scene with a cool sky/hemisphere light, warm directional sunlight, and a subtle blue rim light; use a dark navy background and restrained, cinematic color grading.

The player is a blue-team combatant in an FPS-style camera, initially positioned near the left side of the arena at roughly (-10, 0, 0). Provide WASD or arrow-key movement, mouse click/pointer lock to aim/look, Space to jump, and Shift to sprint. Also support pointer/tap shooting as indicated by the on-screen instructions. Place a white glowing plus-shaped crosshair exactly at screen center. The camera should feel close to the ground and aimed across the arena, with the compact cover layout visible; use a perspective camera around 70 degrees with fog beginning in the mid-distance. The game uses simple collision-enabled floor and wall boxes, gravity and jumping, and a glowing pale-gold projectile tracer traveling forward from the camera when firing, with a short fire cooldown and limited lifetime.

Spawn two blue allied soldiers near the player, at approximately (-8,0,-5) and (-8,0,5), and two red opposing soldiers at approximately (9,0,-5) and (9,0,5). Load stylized low-poly soldier models with idle animation, shadows, and team-readable red/blue accents or placement. Red bots should wander between random points in the arena, turn toward the player, and sometimes eliminate the player when within about 9 units. Red bots respawn after about 1.2 seconds when eliminated; eliminated models disappear temporarily. Blue shots are intended to raycast forward and eliminate a red soldier they hit, incrementing the blue score; red eliminations increment the red score. Show brief right-aligned kill-feed messages such as “BLUE eliminated redAlpha.”

Build a three-minute round. At the top center, show two translucent black rounded HUD panels: a large blue-white score reading “BLUE 0 — 0 RED” and a smaller warm-gold digital timer beginning at “03:00” and counting down. Track blue and red elimination totals and continuously update these displays. When the timer reaches zero, stop the round, show the start/overlay card again, change its heading to “BLUE TEAM WINS” when blue is tied or ahead or “RED TEAM WINS” otherwise, and show the final score. The initial full-screen overlay should be a dark radial-gradient modal with a rounded near-black card, the pill label “ORIGINAL 3D TEAM DEATHMATCH,” large spaced uppercase title “DUSTLINE,” the description “Fight through a compact arena. First team to 20 eliminations wins.”, and a blue “DEPLOY” button. Starting the game hides this card and requests pointer lock.

Keep the HUD minimal and polished: translucent dark panels with subtle borders and blur, pale blue score text, gold timer, centered glowing crosshair, and a small bottom-left help panel reading “WASD / arrows move · click to aim · Space jump · click or tap FIRE to shoot · Shift sprint.” Use responsive full-screen canvas styling and ensure the UI works on both desktop and narrow mobile screens. Preserve the sparse, moody presentation visible in the reference: no minimap, inventory, health bars, ammo counter, or extra menus.

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