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Dustline

  • 3d
  • third-person-shooter
  • military
  • desert
  • arcade
  • mobile
  • single-player
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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. NIMA Yxcvvbnm 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 NIMA Yxcvvbnm what you would add next.

Make your own game

Dustline was built by NIMA Yxcvvbnm 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 playable third-person 3D desert combat game titled “Dustline,” with the in-game mission title “OPERATION DUSTLINE.” Use Three.js-style real-time 3D rendering with a dark blue-gray sky/background, atmospheric fog, warm late-afternoon sunlight, soft shadows, and a muted dusty military color palette. The camera should follow behind and slightly above the player in an over-the-shoulder/third-person perspective, smoothly looking toward the soldier and allowing horizontal rotation plus limited vertical pitch.

Scene and environment: make a large flat sandy desert ground, with a darker narrow road running forward/backward through the center, approximately 7 units wide. Place simple low-poly rectangular desert cover blocks alongside the road, several small sandbag barriers, a large command-ruins block in the far back-left, and a tall watchtower-like rectangular structure in the far back-right. The terrain should feel sparse and militarized rather than lush. Use directional warm sunlight, cool ambient fill, fog that reduces visibility in the distance, cast/receive shadows, and basic rough materials.

Player: use an animated human soldier model in neutral military colors, positioned initially near the near end of the road. The player can walk and run freely in the bounded area (x approximately -15 to 15, z approximately -31 to 21). Movement is relative to the camera heading: forward/back and strafing, with normal walking speed around 3.7 and a faster run around 5.4 while Shift is held. Rotate the soldier to face the movement direction and play Idle, Walk, or Run animations. The player has 100 HP and 30 ammunition at the beginning.

Enemies and objective: spawn exactly four blue-uniform animated enemy soldiers at positions distributed down the road and among the cover: roughly (-6,-5), (6,-9), (-5,-17), and (5,-23). Enemies should face and pursue the player. When farther than about 3.2 units, they run toward the player; once close, they stop and repeatedly use a one-handed shooting/attack animation. Each enemy begins with 100 health, deals 8 damage to the player once per second while in close attack range, and can be killed by two player shots because each hit deals 50 damage. Dead enemies play a Death animation and no longer pursue or attack. The goal is to eliminate all four enemies; award 100 points per kill, decrement the remaining-target count, and show a mission-success state after the final enemy is defeated.

Combat: fire visible small glowing yellow tracer rounds from approximately chest height in the camera-forward direction. The player can fire at most once every 0.18 seconds, loses one ammo per shot, and cannot fire with zero ammo. Tracers travel quickly, disappear after roughly 1.2 seconds or outside the play bounds, and hit an enemy within about 1 unit of its upper body. Shooting is only active after the game starts and before victory/defeat. There is no reload mechanic. If enemy attacks reduce HP to zero, stop gameplay and show defeat.

Start and end flow: initially display a dark translucent centered start panel over the game. The panel should show “OPERATION DUSTLINE” in large warm cream/gold lettering, the Persian subtitle “ماموریت داستانی آفلاین — سایه‌های کویر,” a gold instruction “برای شروع لمس کن یا Enter بزن,” and the Persian control hint “WASD / جهت‌ها برای حرکت • کشیدن سمت راست برای چرخاندن دوربین • لمس راست برای شلیک.” Start when the player taps/clicks or presses Enter. After starting, display a brief Persian mission message such as “ماموریت شروع شد — به جاده برس و منطقه را پاکسازی کن.” When an enemy dies, show a short Persian status message; after all enemies are dead, show “مأموریت موفق — تمام دشمنان از بین رفتند.” On victory or defeat, overlay a dark translucent panel with either “MISSION COMPLETE” in green or “MISSION FAILED” in red and the Persian prompt “برای شروع دوباره لمس کن”; tapping should restart the game.

HUD: render a clean canvas-based HUD over the 3D view. At upper left show “OPERATION DUSTLINE,” “HP 100” (changing with damage, turning red at low health), and “AMMO 30” (changing as shots are fired). At upper right show Persian “اهداف باقی‌مانده: 4” and “امتیاز 0,” updating as enemies are killed. Put temporary Persian mission/combat messages near the lower center. Preserve the dark navy translucent HUD styling, cream/gold title accents, pale blue-white informational text, green success text, and red failure text.

Desktop controls: WASD or arrow keys move; Shift runs; Space fires; Enter starts. Drag on the right side of the screen to rotate the camera and adjust pitch. A tap on the right side fires. For touch devices, use an implicit left-side virtual movement area/stick and right-side drag aiming/fire behavior, so the game is playable full-screen on mobile. Keep the presentation fullscreen with no browser UI, black/navy backdrop, responsive aspect ratio, and an atmospheric low-poly military desert aesthetic. Do not add extra weapons, inventory, levels, vehicles, dialogue systems, or enemies beyond the four described targets.

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