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Evacuation Protocol

  • 3d
  • extraction-shooter
  • first-person
  • survival
  • arcade
0
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Evacuation Protocol was built with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

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Read the build brief for Evacuation Protocol

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 3D first-person extraction shooter titled “Evacuation Protocol,” using a dark tactical sci-fi/military presentation and a Three.js-style rendered world with HTML/CSS interface overlays. The game has a lobby, map selection, raid gameplay, extraction results, persistent inventory/currency, and simple AI bots.

LOBBY/PERSISTENCE: Start in a dark navy-black lobby screen with the title “EVACUATION PROTOCOL” centered near the top in large widely spaced white uppercase text and the subtitle “SEASON 1 · EXTRACTION OPS.” In the upper-left, show a profile card for “Operator_01,” an S1 badge, “Lv.1,” a coin counter, and a green military helmet avatar tile. Put a gear/settings button in the upper-right. Along the bottom-left place buttons for “📦 Warehouse,” “🏪 Market,” and “🔧 Gunsmith.” Put a large glowing amber/orange “DEPLOY ▸” button in the lower-right. Behind the UI, show a simple procedural soldier wearing green/dark tactical clothing and holding a rifle, standing on a dark circular floor with an orange ring and slowly rotating. Use local persistence (or equivalent) for coins, level/XP, language, settings, owned equipment, equipped items, and extracted loot. A new profile begins with 500,000 coins, level 1, an M4 Rifle, and a small backpack.

LOBBY PANELS: Warehouse displays owned equipment and extracted loot. Market lists purchasable equipment and consumables with prices and descriptions, including M4 Rifle (45,000 coins, damage 16, rate of fire 8), AK-103 (62,000, damage 22, rate 6), Longshot DMR (98,000, damage 70, rate 1.2), Kevlar Vest (40,000, 30% body damage reduction), Composite Plate (75,000, 50% reduction), Ballistic Helmet (32,000, 40% headshot damage reduction), Assault Pack (28,000, capacity 10), and IFAK Medkit (8,000, heals 60 HP over 4 seconds). Allow buying owned equipment and selling extracted loot for its displayed value. Gunsmith allows equipping owned guns, armor, helmet, and backpack. Settings include sound on/off, graphics quality low/high, mouse sensitivity, and English/Chinese language switching.

MAP SELECTION/MATCHMAKING: Clicking Deploy opens a full-screen dark “SELECT OPERATION ZONE” screen with two map cards. The first is “Blackout Nuclear Plant,” illustrated with a radiation symbol and described as an abandoned reactor complex with dense cover, high-tier safes, and hostile patrols. The second is “Meridian Launch Site,” illustrated with a rocket and described as a decommissioned aerospace pad with open sightlines, scattered hangars, and long-range fights. Selecting a map shows a matching status for up to 10 seconds, then explicitly indicates that no squad was found and the game is deploying with AI units before entering the raid.

RAID CAMERA/WORLD: Use a first-person perspective with mouse-look, a 75-degree field of view (50 while aiming), a small four-line white crosshair, and a large 120-by-120 meter outdoor arena. The plant map has a muted green/gray environment, a huge central cooling tower, several industrial buildings, boundary walls, and scattered box-shaped cover. The launch map has a muted blue-gray/tan environment, a tall central rocket, hangars, boundary walls, and scattered cover. Both maps are randomly populated each raid with six green safes at separated positions and two glowing green circular extraction pads at separated positions. Safes appear on the minimap as yellow dollar-marked squares until opened; opened safes become gray/cross-marked. Extraction pads are green glowing circles marked “EX.” Spawn the whole squad together in a random area away from the center/extraction points, and randomize safe/extraction positions every raid.

PLAYER/CONTROLS: The player is an invisible first-person operator represented by the camera. WASD moves, Shift sprints, mouse movement looks, left mouse fires, right mouse aims, R reloads, E opens a nearby safe, and H uses a medkit. Movement is approximately 4.8 units/s normally, 8 while sprinting, and half-speed while aiming. The player starts with 100 HP, a 30-round magazine and 120 reserve rounds, a small backpack capacity of 6 (or 10 with Assault Pack), and one medkit if owned. Reload takes 1.6 seconds. Healing takes 4 seconds and restores 60 HP. Implement simple collision against map blocks and boundary walls.

COMBAT: Make shooting hitscan-based with brief visible tracer lines, weapon recoil, muzzle/fire sound synthesized or equivalent, magazine/ammo UI, and a hit marker that changes color for normal hits versus headshots. The equipped gun controls damage, fire rate, recoil, and long-range behavior. Player shots can hit enemy bots, with an approximately 18% chance of double-damage headshots, and walls/cover block shots. Damage from enemies produces a red vignette flash. Armor reduces incoming damage and loses durability. When an enemy dies, rotate its simple procedural soldier model onto the ground and add an “Enemy eliminated” entry to a temporary kill feed.

AI: Spawn three friendly AI teammates near the player and five hostile AI patrol units distributed around the map, not too close to the spawn. Use simple low-poly/procedural soldiers carrying rifles; friendly units should have a subtly altered/green-tinted appearance. Hostiles patrol random targets, occasionally jump, detect nearby visible targets within roughly 38 meters, strafe and engage when they see the player or teammates, move closer if too far, fire inaccurate tracer rounds, and seek nearby cover when badly wounded. Friendly bots patrol and engage hostile bots. Hostile weapons should be basic M4/AK-like weapons and enemy fire should use distance-based hit chance. Dead bots remain visibly on the ground.

OBJECTIVE/EXTRACTION: The core objective shown at the top center is “Find safes, loot valuables, reach extraction.” When within about 2.5 meters of an unopened safe, replace the objective with “Press E to open safe.” Opening a safe changes its material to a dark opened state and awards one randomly rolled loot item if the backpack is not full. Loot has a name and coin value, with tiers ranging from cheap rusty watches/bent coins, through military radios and fuel canisters, to reactor samples, encrypted drives, satellite uplink keys, experimental batteries, warhead authorization codes, antimatter cells, and prototype AI chips. Show a toast notification for safe opening and loot value; show “Backpack full!” if there is no room. Display carried loot count/capacity and total value in the lower-left.

To extract, enter one of the glowing green pads and remain inside for 10 continuous seconds. While inside, show “EXTRACTION ACTIVE — stay in the zone!” and a prominent countdown at the top. Leaving resets the countdown. Successful extraction displays a dark result overlay with green “EXTRACTED,” lists all secured loot and values, stores it in the warehouse, awards 50 XP, and returns to the lobby. If HP reaches zero, show a red “K.I.A.” result, discard carried loot, award 10 XP, and return to the lobby. Level increases based on accumulated XP.

HUD: During raids show the centered crosshair, top-center objective, extraction countdown when active, an upper-right square minimap, lower-center green HP bar with numeric HP and armor durability, lower-right equipped gun name and “magazine / reserve” ammo, lower-left backpack count and total coin value, and a right-side temporary kill feed. The minimap should use a dark background, show cover blocks, green EX markers, yellow/gray safe markers, blue teammate dots, and a white player arrow oriented to the player’s facing. Use a muted tactical palette: dark navy UI panels, slate borders, pale blue-gray text, amber currency/highlights, green extraction/health, and red damage/death feedback. Include subtle sound effects for gunfire, hits, safe opening, reload, enemy fire, and UI interactions, with a sound toggle. Support English and Chinese labels matching the same screens and mechanics.

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