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Gray Sector

  • 3d
  • first-person
  • shooter
  • cyberpunk
  • arcade
  • sci-fi
0
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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. Jonathan Lee built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gray Sector yet. Play it, then tell Jonathan Lee what you would add next.

Make your own game

Gray Sector was built by Jonathan Lee 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 Gray Sector 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 Gray Sector

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 first-person cyberpunk shooter slice titled “Gray Sector,” set inside a dark neon-lit bar/cantina during a carnivore-versus-herbivore conflict. Use a Three.js-style 3D presentation with a first-person camera at about head height, dark blue-black fog, wet-looking charcoal floor, low ceiling, enclosed walls, cyan and hot-pink neon strips, colored pools of light, and a futuristic bar counter along the left/back side. Populate the room with visible tables, chairs, stacked air-conditioning units, a back-wall cyan light band, a pink sign, and a bar NPC/contact named Rook made from a cyberpunk character model. The player is Vera “Grey” Maw, a female anthro grey wolf courier/carnivore scout: show simple grey-furred first-person arms holding a compact cyan-lit phase pistol at the bottom of the view, with a central glowing crosshair.

Begin in an intro/cutscene mode in the bar. Display large centered subtitle text over the view, with lines progressing approximately as follows: Rook slides a black-market phase pistol across the bar; “Herbivore armored cells are two blocks out. They know you carried the carnivore war codes.”; the player hears servos and the fourth dimension folding like static; then “The door blows open.” Include a prominent “SKIP TO FIGHT” button. After roughly 11.5 seconds, or when skipped, transition to the fight. Place the player near the entrance at the front of the room facing into the bar and spawn exactly seven animated hostile herbivore war mechs at varied positions across the room. They should advance toward the player and orient toward them. Use mech models with walking animation, and give each a semi-transparent floating wireframe octahedron afterimage offset to one side to visually represent its alternate 4D phase; alternate enemy phase alignment values between -1 and +1.

The objective is to shoot all seven hostiles before they reach the player. Each mech starts with 2 HP. Fire a cyan laser beam straight from the camera/crosshair toward the aim point; a hit reduces enemy HP by 1, but if the enemy’s phase alignment is within 0.75 of the player’s current phaseW, the hit gets a phase bonus and reduces HP by 2 instead. Killed enemies disappear along with their phase ghost and increase the score. Allow firing only in fight mode, with a short approximately 0.18-second cooldown. Enemies move toward the player until close; after the fight has been active for more than four seconds, enemies within close range continuously damage the player at about 8 HP per second. Start the player at 100 HP. Show a red vignette/damage flash when hurt. If HP reaches zero, show “VERA IS DOWN” and “Tap reload to try again.” If all seven are destroyed, show “SECTOR CLEARED” and “The carnivore line holds tonight.”

Controls must support desktop and touch: WASD or arrow keys move the player, constrained within the rectangular bar; drag on the view to aim by changing yaw and pitch, with mouse pointer lock when available; left mouse click or Space fires; and a large circular gray metallic FIRE button sits at the bottom-right for touch firing. Press Q to shift the fourth-dimensional combat phase through the values 0, 1, and -1 cyclically. Show the current phase in the HUD as W with one decimal. Phase shifting changes the scene’s fog hue/exposure and makes matching phased enemies’ ghost more visible while also slowing their advance and improving damage dealt to them.

Use a clean sci-fi HUD over the 3D scene: top-left translucent dark panel with cyan border reading “VERA “GREY” MAW · HP [current] · W [phase]”; top-right matching panel reading “[score] / 7 HOSTILES”; a bright cyan crosshair at center; the gray circular FIRE button bottom-right; the intro subtitle panel centered near the upper-middle with pink and cyan edge accents; a small bottom-left hint reading “Drag anywhere to aim. Tap the gray circle to fire. Desktop: WASD move, mouse/click to aim, Q shifts the 4D phase.” Use high-contrast white typography, translucent panels, neon cyan/pink lighting, subtle bloom-like emissive materials, and a tense retro-futurist/cyberpunk bar atmosphere. Load/use the visible categories of assets represented by the original: a cyberpunk NPC, animated mech enemies, space-station tables and chairs, cyberpunk AC stacks, and a laser firing sound.

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