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Island Drop

  • 3d
  • third-person
  • battle-royale
  • shooter
  • low-poly
  • survival
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. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Island Drop yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Island Drop was built by njdewitt13 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 Island Drop 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 Island Drop

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-playable single-player third-person low-poly battle-royale shooter called "Island Drop" using Three.js or an equivalent no-build web setup. The game should open with a full-screen start overlay: a dark navy rounded card with a large white "Island Drop" title, descriptive text, controls, and a yellow pill-shaped "Drop In" button. The description should communicate a bright island with a snowy north, western hills and bays, central labs, eastern desert, and southern canyon/studio areas.

World and camera: build a bright stylized island surrounded by a blue ocean under a cyan sky with light fog. Use a broad procedurally generated low-poly terrain mesh with an irregular oval island shape, gentle hills, a raised snowy northern area, western forest/beach areas, an eastern and southeast sandy desert, a gray urban center, and a shallow canyon area in the south. Add roads winding between locations. Place floating, billboard-like white location labels with dark outlines above the terrain for these named POIs and positions: TIPTOP TERRACE, WONKEELAND, LATTE LANDING, PAINTED PALMS, SANDY STRIP, FORE FIELDS, CLASSIFIED CANYON, SUS STUDIOS, BATTLEWOOD BOULEVARD, RIPPED TIDES, HUMBLE HILLS, BUMPY BAY, and INNOLOOP LABS. Dress the island with stylized toon shooter assets: trees mostly in non-desert/non-snow areas, plus crates, explosive barrels, and brick-wall cover around POIs. Use a surrounding circular blue ocean.

The player is a stylized soldier avatar in a third-person over-the-shoulder view, initially high above the island at approximately (-28, 42, 38), then automatically drops vertically until reaching the terrain. Start with 100 health, 25 shield, a pistol, and light/medium/shell ammo totals of 45/30/8. After landing, use WASD or arrow keys to move relative to the player yaw, mouse movement to look, Space to jump, and Shift to sprint. Left mouse fires and right mouse temporarily aims, pulling the camera closer and narrowing its field of view. Keep the player inside the island and make the camera follow smoothly from about 7.4 units behind and 3.8 units high normally, or 4.6 behind and 2.7 high while aiming. Show a simple white crosshair at screen center.

Weapons and combat: implement four collectible weapons with weapon switching on number keys 1-4: Pistol (18 damage, 12-round magazine behavior, light ammo, 0.36-second fire interval, 70 range), AK (24 damage, medium ammo, 0.13 interval, 88 range), SMG (14 damage, light ammo, 0.08 interval, 58 range), and Shotgun (six pellets per shot, 15 damage per pellet, shells, 0.7 interval, 32 range). The player consumes the relevant ammo when firing. Render brief glowing tracer lines from the player in yellow, red tracers for enemies, and small colored hit sparks. Apply damage to shield before health. When an enemy is defeated, play a death animation, hide its model shortly afterward, increment the player's KOs, and drop either ammo or that enemy's weapon.

Place weapon and item pickups at the POIs and several central positions. Pickup types must include AK, SMG, shotgun, health, shield, and ammo. Make pickups rotate and bob slightly, with colored ground rings: blue for shield, red for health, yellow for ammo, and white for weapons. The player must approach within roughly 2.6 units and press E to collect. Collecting a weapon adds it to inventory if new and immediately equips it; ammo adds 24 light, 30 medium, and 6 shells; shield restores up to 35 shield up to a maximum of 100; health restores up to 35 up to a maximum of 100. Show a contextual center hint such as "Press E: pick up AK" when close.

Spawn eight stylized AI enemy soldiers at the northern/eastern/southern POI regions. Give each 70 health and 30 shield, and cycle their weapons between AK, SMG, and shotgun. AI should wander toward random POIs when the player is farther than 48 units, chase the player when within 48, move toward them until about 14 units away, and then stop and shoot. Enemies should rotate toward movement/target direction and use simple idle, walk, run, shoot, and death animations. Enemy shots should deal 55% of the normal weapon damage and have modest spread.

Storm mechanic: place a translucent purple circular ring centered around approximately (3, -4) on the island. Start it at radius 74 and continuously shrink over about 330 seconds toward radius 16. The ring should be visible in the world and on the minimap. If the player is outside the current radius, periodically apply increasing storm damage (starting around 6 and rising toward 14) and show the warning "Storm damage — move to the safe circle". Winning occurs when all eight AI opponents are eliminated; losing occurs when player health reaches zero. On victory show a darkened full-screen result overlay with "Victory Royale!" and a detail such as the number of KOs. On defeat show "Eliminated" and a placement based on remaining opponents, with a yellow "Play Again" button.

HUD: keep a fixed full-screen HUD over the 3D view. At top left show labeled Health and Shield horizontal rounded bars, with health using an orange/red gradient and shield a cyan/blue gradient, plus a status line showing the current weapon, relevant ammo, and KOs. At top right show a dark translucent rounded rectangle with white bold text for "Survivors: ..." and "Storm: ...m", plus a circular 128px minimap beneath/in the panel. The minimap should show blue water, a green island silhouette, a purple storm circle, red enemy dots, and a white player marker. At bottom center show rounded weapon inventory slots with number and weapon name; highlight the active weapon in blue with a yellow border. Use a bright, clean, toy-like toon aesthetic with white HUD typography, dark navy translucent panels, rounded borders, and yellow action buttons. Include jump and laser sound effects if available. Ensure the controls and rules are clearly communicated on the start card: WASD move, mouse look, click shoot, right click aim, Space jump, Shift sprint, E pick up, and 1-4 switch.

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