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Arcade › Iron Warehouse WITH SPECIAL GUNS TO DO YOUR JOB
shooting game with special guns
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gaurav K S built it with Cinevva, so it works on a phone or a tablet too.
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Iron Warehouse WITH SPECIAL GUNS TO DO YOUR JOB was built by Gaurav K S 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 Warehouse WITH SPECIAL GUNS TO DO YOUR JOB 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 first-person 3D wave-based shooter set in a compact military warehouse arena. The camera is first-person perspective at eye height (1.72 units) with full 360-degree mouse-look control.
PLAYER & CONTROLS: The player holds a visible AK-47 view model positioned in the bottom-right of the screen. Controls are WASD for movement, mouse to look around, left-click to fire, R key to reload, and Shift to sprint. The player has a cylindrical collision radius of 0.45 units and movement is constrained within the warehouse boundaries (-12.7 to 12.7 on both X and Z axes).
COMBAT MECHANICS: The AK-47 fires hitscan bullets with a fire rate of approximately 92ms between shots. Magazine holds 30 rounds with 90 reserve ammo displayed as "30 / 90" in the HUD. Reloading takes 1.45 seconds and displays "Reloading" text. When firing, a yellow-orange muzzle flash sprite appears at the gun barrel, the weapon model recoils backward and tilts up slightly, and a shooting sound effect plays. Bullets use raycasting to hit enemies within a 0.75-unit radius around the ray at distances up to 45 units. Successful hits deal 34 damage and create a red impact sprite effect on the target. Missed shots that hit walls or props create orange impact sprite effects.
ENEMIES: Enemies are bipedal humanoid models with guns from a cyberpunk asset pack, scaled to 0.78 and positioned at ground level. They spawn in waves at the corners and edges of the warehouse (positions like [-11,-11], [11,-11], [-11,11], [11,11], [0,-12], [12,0], [-12,0]). Enemy count increases with each wave: Wave 1 has 5 enemies, Wave 2 has 7, Wave 3 has 9, Wave 4 has 11. Enemies have animated states: "Run" when far away, "Shoot" when between 2-13 units, "Attack" for melee within 2 units, and "Death" when killed.
Enemy behavior: They path directly toward the player at speeds of 1.05 + (wave × 0.13) units per second, avoiding props with simple collision detection (0.9 unit radius). At range (2-15 units), they shoot red tracer projectiles every 1.15-1.65 seconds that have 62% hit chance, dealing 5 + wave bonus damage. At close range (under 2 units), they melee attack every 0.9 seconds dealing 8 + (wave × 1.5) damage. Enemies have 70 + (wave × 22) health and briefly flash when hit. Dead enemies play death animation and are removed after 1.35 seconds.
OBJECTIVE & WAVES: Survive 4 waves total. The game starts at wave 0/4 with enemies 0 shown in HUD. After clicking START MISSION, wave 1 begins after 350ms with a message "Wave X incoming — Y hostiles." When all enemies in a wave are killed, there's an 1.8 second pause before the next wave spawns. Victory occurs after clearing all 4 waves with message "All hostiles eliminated. Victory." Defeat occurs if health reaches 0 ("You were eliminated") or ammo reaches 0 with no reserve ("Out of ammo and no reloads left").
WAREHOUSE ENVIRONMENT: The arena is a 28×28 unit concrete warehouse with dark gray-green floor (color 0x3a3d35), four tall concrete walls (color 0x222923, height 4.8), and ceiling at 5.4 units high. Yellow painted lane lines run across the floor at Z = -5.5 and 5.5. Five bright cyan-green rectangular ceiling lamps (3.6 × 0.25 units) are spaced at X positions -9, -4.5, 0, 4.5, 9 at Z = -3.5, each with a point light underneath. Steel column beams (0.35 × 5.2, color 0x596157) stand at positions X = -12, -6, 0, 6, 12 along Z = -11.5. The scene has dark fog (color 0x111512, range 15-48), hemisphere lighting (sky: 0xbfd1c4, ground: 0x151811), and a key directional light from position (-8, 16, 8) with shadow casting enabled.
COVER OBJECTS: The warehouse is filled with tactical cover:
- Wooden crates (toon-style, ~0.72 unit radius) at positions like [-6,-7], [-5.1,-7], [6.2,-3], [7.1,-3], [-8,4], [-8,5], [2.5,6.5], [3.5,6.5], [8.5,8.5]
- Oil barrels (~0.55 unit radius) at positions like [-9,-2], [-9.8,-1.2], [9,1], [9.7,1.7], [0,-8.5], [-2.2,8.5], [6.5,6.8]
- Modular wall panels (half-height cover) positioned to create two tactical partitions: three panels running east-west at Z = -1.8 (X: -3, -1, 1) and four panels running north-south at X = 4.5 (Z: 3, 5) and X = -4.5 (Z: 2.5, 4.5)
- Large granite/rock blocks with military gray coloring (0x7f837a tint), various scales 0.7-1.35, at positions like [-10.5,-8.8], [-7.2,1.1], [-2.5,3.9], [0.8,10.3], [6.4,-8.6], [10.5,-5.4], [9.4,5.9]
All props cast and receive shadows and block both player and enemy movement with simple radius-based collision detection.
HUD DISPLAY: Top-left corner shows "HEALTH" with white number starting at 100. Top-center shows "AMMO" as "30 / 90" (current/reserve) or "Reloading" text. Next section shows "WAVE" as "1 / 4" current/total. Top-right shows "ENEMIES" with count of remaining alive enemies. Center screen displays temporary messages like "Wave X incoming", "Close attack hit you!", or "Reloading AK-47..." that fade after 650-2200ms. All HUD text is white on semi-transparent dark background panels.
START SCREEN: Before gameplay, large centered overlay shows title "IRON WAREHOUSE" in bold white text, subtitle "Survive 4 enemy waves in a compact warehouse arena", controls list ("WASD move, mouse look, left click fire, R reload, Shift sprint"), and a cream-colored "START MISSION" button. Instructions also appear below: "Click Start, then click to fire."
VISUAL EFFECTS: Muzzle flash is a yellow-orange additive sprite (0.32-0.5 scale) that appears for ~80ms with random rotation. Impact effects are orange (0xffc460) for walls/props or red (0xff4336) for enemies, spawning as additive sprites that expand from 0.7 to 1.7 scale while fading over 0.34 seconds. Enemy tracer rounds are red lines (0xff3d26) that extend from enemy gun position to player, traveling at 85 units/second and visible for 0.18 seconds, showing the last 4 units of travel as a streak.
ART STYLE: Low-poly military/tactical aesthetic with toon-style props (Quaternius toon-shooter-kit for weapons and crates, cyberpunk-kit for enemies, Kenney building-kit for walls, nature-kit granite blocks). Warm-toned lighting with cool green-tinted warehouse atmosphere. Shadows are soft (PCFSoftShadowMap). ACES Filmic tone mapping with 1.05 exposure. Camera FOV is 74 degrees.
MOBILE SUPPORT: Touch controls include a virtual joystick in bottom-left (translucent circle with draggable knob for WASD movement), fire button in bottom-right, reload button next to it, and drag on right 65% of screen for mouse-look. Pointer lock is requested on desktop when clicking to fire.