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Dustline Assault

  • 3d
  • fps
  • shooter
  • military
  • arena
  • webgl
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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. Ron built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Dustline Assault was built by Ron 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 Assault 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 Assault

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 first-person shooter titled "Dustline Assault" using a dark, stylized Three.js/WebGL presentation. The camera is a first-person perspective in a large enclosed military training arena at night: a nearly black-blue background with blue-gray fog, a dark navy ground plane, a subtle blue grid, perimeter walls, and several chunky square cover walls/barriers scattered around the arena. Use cool blue lighting with a bright directional light and a faint blue point/rim light, producing soft shadows and a moody original military-arena atmosphere.

The player starts at approximately the center-front of the arena and looks into the play space. Attach a low-poly machine gun model visibly in the lower-right foreground of the first-person camera. Place six human soldier enemies in fixed positions around the arena (roughly left/right mid-distance, farther back, and near the side areas). They should be imported animated soldier characters, standing/playing an idle animation, casting shadows, and facing/turning toward the player when nearby; they do not need to navigate toward the player. Give every enemy 3 health points. The player aims with a centered crosshair and fires by clicking: use a center-screen raycast, consume one round per shot, and flash a short-lived glowing yellow tracer/projectile from the camera. A successful hit displays a brief "HIT" message; killing an enemy hides it and awards 100 score with a brief "+100" message. Enemies periodically fire automatically when within 24 units, reducing player health by 8 and showing a brief "UNDER FIRE" message. Start the player at 100 health and 30 rounds. Shooting has a short cooldown of about 0.14 seconds. When ammo is empty, shooting initiates reload; pressing R or clicking a visible reload button also reloads, taking about 1.1 seconds, during which the ammo display shows an ellipsis and then refills to 30.

Use FPS controls: WASD movement, mouse look with pointer lock, and support jumping/Space if provided by the FPS controller. Clicking the arena canvas initially dismisses the deployment screen and starts the game; also provide a centered DEPLOY button that starts it. If health reaches zero, stop gameplay, briefly show "MISSION FAILED", and show the start/deploy overlay again with its button labeled "REDEPLOY". Do not add extra weapons, pickups, enemy types, rounds, or progression systems beyond this single fixed encounter.

Overlay HUD: fixed title "DUSTLINE ASSAULT" in small spaced uppercase blue text at top-left; top-right two-line stats reading "SCORE 0" and "HEALTH 100 · AMMO 30", updated during play; a thin white/blue glowing crosshair at screen center; transient large white combat messages around 44% screen height; a bottom-center hint reading "WASD move · mouse look · click fire · R reload · survive the wave"; and a bottom-right outlined button labeled "RELOAD [R]". The initial full-screen overlay should be a dark radial blue/black scrim with a centered outlined blue DEPLOY button and the subtitle "Browser FPS slice — original military arena". Keep the visual style restrained, blue-black, tactical, atmospheric, and minimal, with no debug UI.

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