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Iron Front

  • 3d
  • strategy
  • rts
  • conquest
  • world-map
  • simulation
  • low-poly
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. Asa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Front yet. Play it, then tell Asa what you would add next.

Make your own game

Iron Front was built by Asa 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 Iron Front 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 Iron Front

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 real-time strategy/conquest game titled “IRON FRONT — World Conquest,” built with Three.js. The main world is a large procedurally generated continent map approximately 5500 by 3900 world units: use layered Perlin/fBm noise to form irregular green islands and continents separated by dark blue shallow/deep ocean, with low coastal beaches, grasslands, hills, gray mountains, and snowy peaks. Render a dense triangulated terrain mesh with vertex colors, a transparent blue water plane, soft shadows, atmospheric fog, bright blue sky, directional sun, hemisphere and ambient lighting. Scatter up to roughly 300 low-poly pine trees over suitable land, and place 24 nations around the world with small low-poly headquarters/cities made from houses and commercial buildings, flagpoles, patterned flags, and floating capital-name labels. Connect nearby capitals with faint dark roads. The overall visual style is an overhead/strategic globe-like map viewed from high altitude, with the camera focused on the center and orbitable around the terrain.

At launch, show a full-screen dark blue radial-gradient nation selection menu with the title IRON FRONT, subtitle “World Conquest — pick your nation,” a grid of selectable countries with colored swatches and flag-pattern labels, and a disabled “Start Game” button until a nation is chosen. Include these 24 selectable nations and capitals: Germany—Berlin, France—Paris, United Kingdom—London, Italy—Rome, Spain—Madrid, Portugal—Lisbon, Poland—Warsaw, Netherlands—Amsterdam, Belgium—Brussels, Denmark—Copenhagen, Norway—Oslo, Sweden—Stockholm, Finland—Helsinki, Switzerland—Bern, Austria—Vienna, Romania—Bucharest, Hungary—Budapest, Bulgaria—Sofia, Greece—Athens, Yugoslavia—Belgrade, Czechoslovakia—Prague, Ireland—Dublin, Soviet Union—Moscow, Turkey—Ankara. Give each a distinct dark country color and simple solid/horizontal/vertical/cross flag pattern. Starting a game hides the menu and gives the player command of the selected nation; every nation begins with $5,000,000 and a headquarters with 600 HP.

Use a fixed HUD over the 3D map. Along the upper left/top, show the game title, current nation, money, number of alive nations, player kills, and an in-game clock. In the lower-left translucent panel show the hovered biome, hover information, total units, and FPS. In the lower-right controls provide a Rain Off/On toggle, a Time speed slider, pause/play button, Build button, and New Game/Reset button. Show a centered instructional hint initially: “Drag to orbit · Right-drag to pan · Scroll to zoom · Select your country, build barracks & tanks, conquer the map.” Use translucent navy panels with light blue borders, rounded corners, pale blue text, and orange/red accents for menu and game-over elements.

Core controls: use orbit controls so left-drag orbits, right-drag pans, and scroll zooms, with constrained polar angle and zoom range. Clicking a friendly unit selects it and opens a sidebar card showing its type and HP plus Stop and Hold position controls; then clicking valid land orders it to move there. Clicking a friendly city or building selects it and shows its details. Clicking Build opens a build sidebar. Allow placement only on non-water land near one of the player’s non-destroyed cities (within about 260 units), and deduct costs: Barracks 
5,000, Tank Factory $70,000, and Airfield
20,000. Airfield should appear disabled/not yet available and display “Airfields come in a later phase”; do not implement planes. Placement should report invalid water/land or insufficient funds with short toast messages. Barracks are simple low-poly structures with a rectangular base and dark pyramidal roof. Tank factories use the same primitive building treatment with a gray color. Selecting a friendly barracks offers “Recruit Infantry” for
0,000; selecting a tank factory offers “Build Tank” for $30,000. Spawn recruited units close to the selected building. Infantry are tiny low-poly soldiers made from a box body and sphere head, with 100 HP, 8 damage, 70 range, 0.8 second attack cooldown, and movement speed 34. Tanks are low-poly box hulls with cylindrical turret and barrel, with 300 HP, 24 damage, 100 range, 1.2 second cooldown, and movement speed 22. Color units using a blend of their nation color and unit-type color. Give damaged units and cities floating colored HP bars; show a selected unit’s bar even when undamaged. Implement real-time combat. Units move over land toward their clicked destination, automatically detect the nearest enemy unit within 400 units or nearest enemy city within 600 units, stop and attack when within their weapon range, face their target, and fire brief colored line tracers (blue for player fire, orange for opponents). Infantry and tanks damage enemy units and cities; dead units are removed with a gray particle puff and award the killer nation
50,000. Cities lose HP and when destroyed disappear with a particle effect. Destroying an enemy headquarters eliminates that nation, removes its remaining units and buildings, updates the alive count, and grants victory when only the player remains. If the player’s HQ is destroyed, show a defeat overlay. Show a victory/defeat full-screen dark overlay with the result title, message (“You conquered the world!” or “Your HQ has fallen.”), and Play Again button. Implement simple AI for every non-player nation. About every 1.2 seconds, living AI nations with an intact HQ should build a barracks if they can afford it, recruit infantry when funds permit, later build a tank factory and produce tanks, and send groups of at least three units toward the nearest enemy city. Give every living nation passive income of
00,000 every 60 seconds. AI units use the same movement and automatic combat rules as player units. Include destructible scenery: clicking a tree should be able to destroy it with a shrinking/spinning effect and a particle puff; cities/buildings and units should be visually selectable. Preserve the strategic scale and many tiny map details visible from the high camera. Add dynamic world presentation: a day/night cycle driven by the in-game clock, gradually changing sky and fog from bright blue daytime to orange dusk and dark starry night, changing sun color/intensity and ambient lighting accordingly. Add an optional rain mode with around 1600 falling blue-white particles around the camera, increased fog, and a Rain: On/Off button. Include pause support so gameplay simulation and time can be paused while camera controls remain usable. Use short toast notifications for nation command, selection, movement, deployment, building, invalid placement, and elimination feedback. Keep the presentation clean, low-poly, semi-realistic, and readable at the zoomed-out strategic camera scale.

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