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Arcade › Goldgun Outpost
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Goldgun Outpost yet. Play it, then tell Hudson Peterson what you would add next.
Goldgun Outpost was built by Hudson Peterson 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 Goldgun Outpost 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 compact first-person 3D FPS arena game titled “Goldgun Outpost.” Use a low-resolution render canvas scaled up to the viewport with nearest-neighbor/crisp pixel edges, no antialiasing, giving a pixelated low-poly toon-shooter appearance. The camera is a 74-degree perspective FPS camera at the player’s eye height, with mouse or touch drag looking and a small white crosshair centered on screen. Set the scene outdoors under a clear pale blue sky with matching distance fog, a flat green grass arena, soft sky lighting, warm directional sunlight, and shadows. Surround a roughly circular playable area with about 40 evenly spaced chunky brown wooden fence posts; keep the player inside a radius of about 26.5 units. Add a few large gold-colored arch gates around the perimeter, and scatter roughly nine low-poly wooden crates around the arena as cover and collision obstacles. Begin the player near the south side of the arena at approximately (0, 1.7, 10), facing into the arena, with 100 health, 0 gold, 0 score, and a first-wave goal of 5 eliminations. Show a start overlay until the user clicks/taps to begin. The overlay should say “Click / tap to start” and list “WASD move • Mouse aim • Click shoot • R reload • E buy near merchant.” Show a top-left dark translucent HUD panel with Health, Gold (or Coins), Score, and an eliminations counter such as “Eliminations: 0/5.” Show a matching top-right panel with the current weapon name, ammo in magazine/max format, and either “Go to merchant for guns” or the current merchant upgrade text. Display a center crosshair, temporary gold messages for reloads and wave clears, and a brief translucent red full-screen flash when the player is damaged. The core loop is to move around the fenced arena, aim, shoot approaching zombies, earn gold and score, then return to the merchant stall to purchase progressively stronger guns. Load low-poly Quaternius-style assets or equivalent models for male zombies, a merchant, crates, and the five guns. Place a merchant at about (-7, 0, 4), with a small stall consisting of a brown counter, red awning, dark support poles, and a gold sign; place a merchant character behind/near it. When the player is within about 3.2 units of the merchant, show a purchase button and permit buying the next weapon in fixed order. Purchases require gold and advance only one tier at a time; show feedback for insufficient gold, being too far away, a successful purchase, or owning the best gun. Weapons must have these exact five tiers and behavior: Rusty Pistol is free starter weapon, damage 24, 0.42-second fire interval, 10-round magazine, 1.15-second reload, low spread, one projectile, 45-unit range. Goldfang SMG costs 60 gold, damage 11, 0.075-second fire interval, 34-round magazine, 1.25-second reload, moderate spread, one projectile, 42-unit range. Burst Rifle costs 125 gold, damage 18, 0.13-second interval, 28-round magazine, 1.45-second reload, low spread, one projectile, 58-unit range. Goldbreaker Shotgun costs 210 gold, damage 14 per pellet, 0.72-second interval, 6-round magazine, 1.55-second reload, wide spread, 7 pellets per shot, 34-unit range. Longshot Sniper costs 330 gold, damage 92, 0.95-second interval, 4-round magazine, 1.85-second reload, very low spread, one projectile, 90-unit range. Start each weapon with a full magazine; shooting consumes one round, automatically begins reloading when empty, and block shooting during reload. Show the held gun as a first-person weapon model in the lower-right foreground, changing model and position/scale for each tier. Give shots a small muzzle tracer when they miss and bright hit sparks when they hit; use simple body hit volumes around each zombie so hits remain reliable despite animated meshes. Spawn animated zombies in waves from random points 18–25 units from the center. The first wave has a goal of 5 kills. Spawn up to a few at a time, maintaining a limited number of active enemies; enemies use a running/walking animation, move directly toward the player, and attack at close range. Each first-wave zombie has 53 HP (45 + 8 per wave number), speed 1.42 units/sec (1.3 + .12 per wave), and deals 14 contact damage (12 + 2 per wave), with a 0.75-second player damage cooldown. Increase enemy HP, speed, and attack with each wave. Each kill awards 100 score and 18 + 4 times the current wave number gold. On reaching the wave goal, award an additional 45 gold, display a message like “Wave cleared! +45 gold. Wave 2 starts now.”, advance to the next wave, set the next goal to 4 + 3 times the new wave number, heal the player by 30 up to 100, and immediately spawn the next wave. When the player reaches zero health, stop the game and show a restart-run prompt; restarting resets health, gold, score, weapon, ammo, wave, and enemies. Support desktop controls: WASD or arrow keys for movement, mouse movement while pointer-locked to aim, left click to fire, R to reload, and E to buy near the merchant. Support touch devices with a visible left virtual joystick for movement, right-side drag aiming, a large circular FIRE button, a circular R reload button, and a merchant buy button that appears only when nearby and playing. Movement should be relative to the camera facing, normalize diagonal movement, collide with the arena boundary and crates, and preserve the FPS camera pitch limits. Keep the clean HUD and game state focused on health, currency, score, eliminations, weapon/ammo, merchant upgrades, and the simple survival-and-upgrade loop.