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Arcade › Dustline Protocol
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Dustline Protocol was built by Testador 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 Protocol 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.
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 3D first-person FPS called “Dustline Protocol,” presented as a polished single-player offline bot arena. Use a Three.js-like real-time 3D renderer with a first-person perspective, a dark blue-gray industrial yard, soft shadows, fog, and a clean tactical HUD. Begin with a full-screen loading screen reading “SINGLEPLAYER / BOTS / MOBILE FPS,” the title “DUSTLINE PROTOCOL,” rotating status text such as “Inicializando arena tática...,” and an orange progress bar. Then show a Portuguese main menu over a dark navy radial-gradient background. The menu should say “Operação offline // ping 0ms,” “Escolha seu combate.” and explain that it is a first-person arena with bots, recoil, headshots, and touch controls. Include large stacked buttons: orange primary “JOGAR SINGLEPLAYER,” then “CONFIGURAÇÕES DA PARTIDA,” “INVENTÁRIO / SKINS,” and “SAIR.” On the right, show a framed operator profile panel with an orange/blue industrial glow, a simple helmeted soldier icon, and text “NÍVEL 07 / OPERADOR RAVEN / CRÉDITOS 12.480.” The inventory and quit buttons may remain visual menu options if not implemented. The playable scene is a compact square industrial concrete arena viewed from eye level in first person. Make the floor approximately 44 by 44 units, dark gray concrete with thin pale floor stripes at intervals. Surround it with four low, dark perimeter walls, approximately 26 units long on each side and 4 units high. Add several orange-brown rectangular cover crates distributed around the yard and nine cylindrical oil drums in alternating muted gray and rusty brown, arranged in a loose 3-by-3 pattern. Use a dark navy background and atmospheric fog that obscures distant objects. Light the area with cool ambient/hemi light plus a warm directional industrial sunlight, with cast and receive shadows. The player is the “RAVEN” operator, positioned near one edge of the yard, using true FPS controls: keyboard/mouse movement and look, with walking speed around 4.5, jumping, gravity, and a first-person assault rifle visible at the lower-right of the camera. Load or use a stylized low-poly animated soldier model for the bots and a modular sci-fi AR-1 assault rifle model for the weapon. The camera has a broad FPS field of view around 74 degrees. Provide a centered white plus-shaped crosshair. Support mobile-oriented on-screen controls: a translucent circular movement joystick at bottom-left, “AGACHAR,” “PULAR,” “RECARREGAR,” and a large orange circular “ATIRAR” button at bottom-right. The actual gameplay buttons must allow firing, reloading, and jumping; keyboard R reloads and Space jumps. On starting a match, hide the menu and show the HUD. Spawn the configurable number of bots, default 6 and adjustable from 1 to 9 in settings, around a circle in the arena. Each bot is a cloned animated humanoid soldier, initially idle, and has 100 health. Bots move toward the player when farther than about 5 units, rotate to face the player, and lightly strafe when close. They periodically simulate nearby shots at distances under about 15 units by updating the killfeed and causing a very small screen shake, but they do not need to visibly damage the player because the source game has no implemented player-health damage. Dead bots disappear, count as kills, and respawn after about 2 seconds at a random arena position with full health. Implement the AR-1 firing loop: start each match with 30 rounds, display “AR-1,” “30 / 90,” and “RIFLE DE ASSALTO.” Each shot consumes one round and has a short 0.12-second cooldown. Use a center-screen raycast against bot meshes. A hit to a bot’s upper region/head (impact point above roughly 1.45 world units) is a 100-damage HEADSHOT and kills it instantly; body hits deal 34 damage. Show a brief center toast reading “HEADSHOT” or “HIT,” apply a small recoil/camera shake, increment the skull/kill score, and set the killfeed to a message such as “RAVEN eliminou BOT_2.” If the magazine is empty, show “RECARREGUE.” Reload instantly refills the magazine to 30 and shows “RECARREGADO.” The in-game HUD should match the tactical dark translucent style: top-left a circular radar/minimap graphic and a score strip showing “☠ 3 🎯 0 #1”; top-center a countdown beginning around “09:59” and the mode label “FREE FOR ALL // INDUSTRIAL YARD”; top-right a pause button marked “Ⅱ” and a killfeed panel initially saying “RAVEN entrou na arena”; center the white crosshair; bottom-left the joystick, crouch button, and static status “HP 100 / ARMOR 100”; bottom-right reload and jump buttons, the weapon/ammo panel, and the large orange fire button. Keep panels navy/charcoal with thin blue-gray borders, orange highlights, uppercase condensed-looking labels, subtle gradients, and responsive mobile layout. Include a pre-match settings screen titled “Configurações da partida” with controls visibly matching the source: mode set to “Todos contra todos” (with another “Desarmar (simulado)” option), a Bots slider from 1 to 9 defaulting to 6, difficulty selector defaulting to “Médio” with options Inofensivo/Fácil/Médio/Difícil/Experiente, a 5–20 minute time slider defaulting to 10, a Fogo amigo OFF checkbox, and a C4 explosion-time selector showing 35 seconds/40 seconds. Provide “VOLTAR” and “INICIAR PARTIDA” buttons. Also include a pause overlay titled “Operação interrompida,” text stating the bots are frozen, and “RETOMAR” plus “MENU PRINCIPAL”; pausing must freeze bot updates and gameplay. Keep the visual language faithful to the shown UI: dark tactical sci-fi, orange action buttons, muted blue-gray industrial environment, low-poly assets, and Portuguese labels.