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Malinois City Patrol

  • 3d
  • third-person
  • shooter
  • training
  • city
  • low-poly
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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. Don Gallo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Malinois City Patrol yet. Play it, then tell Don Gallo what you would add next.

Make your own game

Malinois City Patrol was built by Don Gallo 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 Malinois City Patrol 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 Malinois City Patrol

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.

Recreate a playable third-person 3D training patrol game titled “Malinois City Patrol.” Use a bright, simple low-poly city environment under a clear pale-blue sky with light fog and a muted green ground plane. Build a large flat square city map with a regular grid of dark gray roads crossing the scene, surrounded by blocky buildings arranged in a repeating pattern. Buildings should be rectangular, about 10–28 units tall, with varied muted colors such as blue-gray, tan, slate, and pale green; add small dark roof utility boxes. Include a few simple low-poly trees around the outskirts/park-like areas.

The player is a Belgian Malinois-style dog avatar viewed from behind in a third-person follow camera. Place the dog near the center of the city, scale it clearly larger than the training targets, and attach a small pistol prop to its right/front side. The dog should have idle and walking animation if available. The camera should follow at roughly 7 units behind the dog, with a centered white crosshair, and allow the player to rotate/look by dragging. Use standard third-person movement: WASD (with arrow-key equivalents if desired) to move, Shift to run, and Space to jump; gravity and a reasonable slope limit should apply.

Scatter exactly six red shooting/training targets at fixed positions around the city. Each target is a simple red human-shaped dummy made from a short cylinder body and a sphere head, standing on the ground. The player aims using the centered crosshair and fires with the left mouse button. Each shot consumes one round from a starting ammunition count of 12. Cast a ray from the camera through the crosshair; if it hits a target, remove that target and increase the hit count by one. Do not add enemies, damage, lives, or additional weapons. Include a reload/refill action on the R key that resets ammunition to 12. Show a brief yellow/orange muzzle-flash-like glow around the crosshair after firing, including when a shot misses. Shooting must do nothing when ammunition is zero.

Create a fixed overlay HUD matching the visible Spanish interface: in the upper-left, a dark translucent rounded rectangle with the gold uppercase title “MALINOIS CITY PATROL” and the line “Impactos: 0 · Munición: 12,” with the numbers updating as targets are hit and ammunition is spent. Keep the white crosshair centered on screen. Along the bottom center, show a dark translucent pill-shaped instruction bar reading “WASD mover · Shift correr · Espacio saltar · Click izquierdo disparar · Arrastra para mirar.” On coarse/touch devices, show the small additional hint “Joystick táctil y botón de salto incluidos.” Use soft directional sunlight, shadows, restrained ambient lighting, and a clean low-poly/game-prototype visual style. If WebGL is unavailable, provide a simplified compatible canvas mode that still supports movement, turning by dragging, aiming/shooting the six red targets, ammo/hit HUD, and reload behavior.

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