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Island Drop

  • 3d
  • third-person
  • low-poly
  • battle-royale
  • island
  • exploration
  • browser
  • prototype
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. ABDSSAMADE ABDSSAMADE 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 ABDSSAMADE ABDSSAMADE what you would add next.

Make your own game

Island Drop was built by ABDSSAMADE ABDSSAMADE 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 island exploration prototype titled “Island Drop.” Render a large stylized circular island in Three.js (or an equivalent 3D engine) surrounded by bright cyan-blue ocean, with a pale sandy coastal ring and green grass interior. Use soft shadows, a bright blue sky background, light atmospheric fog, and simple nostalgic mobile battle-royale visuals. The camera should follow the player from behind in third person at a moderate elevated distance, with a perspective view.

Before starting, show a full-screen dark translucent blue/black overlay with a centered glass-like rectangular panel. The panel should display the large white title “ISLAND DROP,” the subtitle “A nostalgic low-poly battle royale slice,” descriptive text about exploring the island, collecting supplies, and staying inside the safe zone, and a prominent yellow rounded button labeled “Start Solo Prototype.” Include the visible control hint “WASD / arrows move · Shift run · Space jump · Click or tap FIRE to shoot” and a note that real-time online rooms, persistent codes, and authoritative server validation require a backend service not connected in this workspace. Clicking the start button hides the menu, shows the HUD, and displays a brief notice: “Drop complete — explore the island.”

Build the island as a broad circular low-poly terrain disk approximately 160–176 world units across, with a surrounding ocean disk. Add a circular sandy beach/coast strip, a central north-south road and a west-east road, additional angled roads toward Peak and Factory, and a coastal road near the northern edge. Add a straight blue river running roughly north-south on the right/eastern side of the island, with two wooden bridges crossing it. Populate the map with simple blocky buildings and landmarks arranged into named areas: Peak in the southwest/northwest-facing portion with a conical grassy hill; Pochinok village; Mill with a house and a small cylindrical tower; Riverside village; BimasaktiStrip; Factory; Hangar; Shipyard; and Observatory with a tower/dome. Villages should use small simple tan-walled houses with reddish low-poly roofs; industrial areas should use larger dark gray warehouses with reddish flat roofs; towers should be chunky octagonal/cylindrical structures. Place tan square landmark pads beneath the named zones.

Frame the routes and coast with sparse low-poly environmental props: stylized trees, bushes, rocks, and a few fences. Use a simple, colorful palette: grass green, sand tan, water cyan, roads dark gray, roofs muted red, walls beige, warehouses slate gray, and loot yellow. At each named zone, add a visible yellow circular ring on the ground representing a parachute landing zone and three small glowing yellow box supplies nearby. The supplies should visibly rotate, but do not invent a full inventory or pickup system: in the provided prototype they are environmental loot markers only.

Place the player at the southern side of the island around the central road. Use a simple low-poly humanoid character loaded from an external low-poly character asset if available, with a yellow capsule fallback. Support third-person movement with WASD/arrow keys, running with Shift, jumping with Space, and a camera that follows the player. The player can fire with mouse click, touchscreen/tap, or the on-screen FIRE button. Start with health 100, armor 25, rifle ammunition 30, and a six-minute match timer. Each shot only consumes one round, has a short cooldown of about 0.18 seconds, and shows a temporary “Shot fired” notice; there are no visible projectiles, enemies, hit detection, or combat targets in this prototype. The ammo HUD may show “30 / 90,” while the actual available ammo counts down from 30.

Implement a circular safe-zone boundary centered on the island, initially radius 72, shown as a thin translucent light-blue ring on the ground. The safe zone gradually contracts during the six-minute timer to a minimum radius of 16. If the player is outside the current radius, reduce health by 3 every half second and briefly show “Outside safe zone.” Do not add elimination, victory, multiplayer, or enemy systems that are not present. The armor value is displayed but does not currently absorb damage.

Use an unobtrusive HUD after starting: top-left dark translucent rounded panel with HEALTH 100 and a green health bar, plus ARMOR 25; top-right circular minimap with a green island center, darker green ring, cyan water outside, a yellow player dot, and the label “SAFE ZONE 100%” that updates as the radius contracts; bottom-left panel labeled “ISLAND DROP” with “Players: 1 · Time: 06:00” and a countdown; bottom-right panel with current ammo and “/ 90,” an active yellow RIFLE slot, an inactive MED slot, and a FIRE button. Centered near the top, use temporary fading dark notification banners for start, shots, and safe-zone warnings. Keep the visual style clean, low-poly, bright, and prototype-like, with responsive desktop/mobile layout and touch-friendly controls.

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