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Dustline Arsenal

  • 3d
  • first-person
  • target-range
  • shooter
  • arcade
  • desert
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. Artin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Dustline Arsenal was built by Artin 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 Arsenal 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 Arsenal

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 target-range game titled “Dustline Arsenal.” Use a warm stylized desert palette: flat ochre-brown sky/background with matching fog, a rough sandy ground plane, and a large circular lighter-brown arena. Surround the range with 16 low rectangular wooden/brown barricades arranged in a ring, plus several chunky rectangular cover blocks scattered around the arena. Use directional golden sunlight, warm hemisphere lighting, subtle cool rim light, shadows, and a softly foggy cinematic look.

The camera is a first-person perspective camera (about 72-degree field of view) with a small pale-gold cross reticle fixed at screen center. Place the player near the front of the range, facing into the arena. Before play, show a centered dark brown rounded “ENTER THE RANGE” button; clicking it starts the game and captures the mouse. Provide FPS controls: WASD movement, mouse drag/mouse-look to look around, click or tap to fire, number keys 1–9 and 0 to switch weapons, and R to reload. Movement should include grounded jumping/gravity behavior, but there is no visible health system or enemy attack mechanic.

Spawn ten stationary shooting-range humanoid targets at positions spread across the arena. Each target is a simple low-poly mannequin: a dark reddish-brown capsule-like torso, a tan head sphere, and a rectangular gold/tan chest plate. Targets can subtly sway/rotate. Give every target 4 hit points. Raycast shots from the camera center against target meshes; show a brief glowing pale-yellow tracer line from the camera to the hit point (or a short point ahead if nothing is hit). On a hit, briefly squash/flash the target; when its HP reaches zero, hide it and count it as eliminated. When all ten are down, advance the wave number, restore all targets to full HP and make them visible again. Do not add enemy AI, damage to the player, or other unshown combat systems.

Include a first-person weapon model attached near the lower center/right of the camera. Load or otherwise represent four weapon model classes: pistol, SMG, assault rifle, and sniper. The weapon selection list must contain exactly these ten choices, with the shown abbreviations and behavior: 1 Desert Eagle (DE), pistol, magazine 7, damage 3, fire interval 340 ms; 2 M1911 (1911), pistol, magazine 12, damage 2, interval 260 ms; 3 P90 (P90), SMG, magazine 50, damage 1, interval 95 ms; 4 MP5 (MP5), SMG, magazine 30, damage 1, interval 125 ms; 5 Uzi (UZI), SMG, magazine 32, damage 1, interval 105 ms; 6 M4 (M4), assault rifle, magazine 30, damage 1, interval 130 ms; 7 AK47 (AK), assault rifle, magazine 30, damage 2, interval 155 ms; 8 AK74U (74U), SMG, magazine 30, damage 1, interval 120 ms; 9 AR15 / M4A1 (AR15), assault rifle, magazine 30, damage 1, interval 115 ms; 0 M16A4 / G36C / HK91 / M14 / STG44 (M16), sniper-style model, magazine 20, damage 3, interval 300 ms. Switching weapons immediately resets that weapon’s ammo to its full magazine. Firing consumes one round and respects the weapon’s fire-rate cooldown; firing with an empty magazine shows “RELOAD [R]”. R restores the current weapon’s full magazine and briefly shows “RELOADED.”

Build a clean HUD over the canvas. In the upper-left, show a dark translucent rounded panel with the uppercase gold title “DUSTLINE ARSENAL” and a stats row reading “Targets 0,” “Wave 1,” and the current “Ammo 12” for the initially selected M1911. In the upper-right, show the current weapon name, initially “M1911,” in a matching dark rounded panel. Keep the centered pale-gold cross reticle. At lower center, show the hint “Click / tap to fire · WASD move · mouse drag to look · 1–0 switch weapons · R reload.” Along the bottom, make a horizontally scrollable row of ten dark rounded weapon cards, each showing its number/abbreviation and full name; highlight the currently selected M1911 card with a gold border and warmer brown background. Use warm cream text, dark translucent panels, subtle shadows, rounded corners, and responsive sizing for narrow screens. Brief center-screen status messages such as “TARGET DOWN” should fade in and out after a kill.

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