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Frontline Six

  • 3d
  • fps
  • shooter
  • low-poly
  • military
  • browser
  • arcade
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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. Yt YouTube built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frontline Six yet. Play it, then tell Yt YouTube what you would add next.

Make your own game

Frontline Six was built by Yt YouTube 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 Frontline Six 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 Frontline Six

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 prototype titled “FRONTLINE SIX,” using a Three.js-style 3D renderer and a full-screen FPS camera. The player is an invisible first-person character/rig starting near the front of a square 56-by-56 arena, with a centered white two-line crosshair. Use WASD movement, mouse/pointer click to aim/fire, Space to jump, and Shift to sprint; include a first-person low-poly weapon model visible at the lower-right of the camera. The game should have simple FPS collision against the ground, buildings, rocks, and rectangular cover, with gravity and jumping.

Build six selectable maps via a responsive top HUD button panel. The maps, in order, are: “Pine Valley,” “Dustline Outpost,” “Harbor District,” “Red Canyon,” “Frost Camp,” and “Night Ruins.” The first map button is highlighted gold/amber. Each map changes the background and fog color and has a distinct low-poly environment: Pine Valley is green/blue with oak trees, rocks, and cabin-like buildings; Dustline Outpost is sandy tan with outpost buildings and boulders; Harbor District is blue-gray with multiple suburban/city buildings; Red Canyon is reddish with many rock/cliff formations and shelters; Frost Camp is pale icy blue-gray with pine trees, rocks, and cabins; Night Ruins is dark navy with ruined building forms and rubble. Add a set of simple collidable rectangular cover blocks in the central play area on every map. Populate every map with five low-poly animated soldier enemies placed around the arena. They begin with 100 health, stand idle when not moving, become visible targets, and slowly move toward the player when within 20 units but stop when closer than 3 units. When killed they disappear and respawn after four seconds at a random position toward the rear of the map. Enemies do not need visible weapons or attacks; the gameplay focus is aiming and eliminations.

Implement a weapon selector with 20 weapon slots and distinct names and firing stats: Ranger AR (30 rounds, 0.11-second fire interval, 18 damage, 1.0 scale), Viper SMG (40, .075, 10, .85), Mako Shotgun (8, .7, 40, 1.25), Falcon DMR (12, .34, 34, 1.35), Ghost Pistol (12, .2, 22, .75), Banshee MP5 (35, .08, 12, .9), Longshot (5, .95, 75, 1.7), Bulldog AR (25, .14, 20, 1.05), Cobra Revolver (6, .5, 38, 1.1), Atlas LMG (60, .13, 14, 1.15), Nova Burst (24, .18, 24, 1.0), Warden SG (6, .8, 48, 1.3), Pulse Carbine (28, .1, 16, .95), Sable Marksman (10, .45, 48, 1.55), Riot Blaster (10, .56, 32, 1.2), Quasar Pistol (18, .12, 18, .8), Scarab SMG (32, .09, 11, .88), Hammer AR (20, .17, 26, 1.08), Arctic Scout (7, .7, 64, 1.6), and Titan MG (75, .12, 12, 1.2). Each weapon has a simple dark low-poly body/barrel/grip assembled in the camera view, with category-based styling for rifles, SMGs, shotguns, pistols, and sniper weapons plus a muted gold metallic accent. Fire from the screen center with a raycast; enforce the selected weapon’s fire interval and magazine size, decrement ammo, automatically refill the magazine when attempting to fire empty, and allow R to reload instantly. A hit on an enemy reduces health by that weapon’s damage, increments eliminations when health reaches zero, and briefly shows a red “HIT” indicator under the crosshair. There is no reserve ammunition; display ammo as “current / ∞.”

Use a dark navy, glass-panel HUD with rounded corners, thin translucent borders, white text, and amber accents. At the top-left show “FRONTLINE SIX” in bold uppercase letter-spaced type and the subtitle “Original browser FPS prototype · click to aim, WASD to move, Space to jump.” At the top/right (wrapping below on narrow screens) show the six map buttons. At bottom-left show the current map name in amber followed by “· [number] eliminations,” plus help text “1–0 selects weapon slots · R reloads · click fires · Shift sprints.” At bottom-right show the selected weapon name, ammo counter, a “FIRE” button for touch/pointer users, and a dropdown containing all 20 weapons. Ensure the HUD is responsive: on mobile, stack the top area, hide the help text, and use compact controls. Render with soft shadows, hemisphere and directional lighting, fog, ACES-like tone mapping, and a clean stylized low-poly military training-ground aesthetic. Start on Pine Valley with Ranger AR, full ammo, zero eliminations, and five active enemies.

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