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Arcade › Men and Zombies
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Remix Men and Zombies 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 single-player third-person 3D survival/assault game titled “Men and Zombies,” with two selectable faction campaigns from a dark overlay start menu. The menu should clearly present two choices: “Fight for Humanity” / “Deploy as a survivor” and “Lead the Horde” / “Spawn as patient zero,” explaining that this is a playable slice with AI units rather than online multiplayer. Use an over-the-shoulder third-person camera following the player in a large outdoor battlefield. The player moves with WASD or arrow keys, looks with the mouse or touch drag, and jumps with Space. Also provide large touch-friendly HUD action buttons for the main action, building, and interacting, so the game works on mobile. Use a stylized low-poly/post-apocalyptic visual style with Three.js-like real-time lighting, shadows, fog, atmospheric day/night transitions, and occasional storm rain. The world is a broad green-gray battlefield with a dark paved north-south road and an east-west road, scattered rocks, forest/dead-tree outskirts, and muted blue-gray sky/fog. Build a central fortified human outpost around a circular concrete pad. It must contain a glowing blue energy base core (the key objective), segmented gray perimeter walls, four short corner towers, a water/watch tower, and an armored truck. Place scrap supply crates around the base and throughout the abandoned town; crates have small glowing beacon markers. To the west, create an abandoned town made from simple dark ruined building blocks with wandering civilians and more scrap crates. To the east, create the infected wild zone with dark spawn craters and dead trees, where zombie waves originate. Keep the overall map open enough to feel like a large warzone. Humanity campaign: spawn the player inside/near the outpost as a human survivor carrying a gun. Begin with 8 scrap and two nearby AI human guards. The objective HUD should say to hold the core and reach 28 zombie kills, while also requiring at least 2 civilian recruits. The player fires bright blue projectiles toward the camera-facing direction with click/tap, the Fire button, or F; firing has a cooldown and a centered crosshair is visible. Human AI defenders use ranged fire against zombies, patrol or return toward the core, and can be killed. Zombies continuously arrive in escalating waves from the eastern side; waves become more intense as kills rise and are affected by fog/night conditions. Zombie attacks raise a human “Pressure” meter, and the human loses if pressure reaches 100 or the base core is destroyed/overrun. The human wins when kills reach 28 and at least 2 civilians have been recruited. Human resource loop: walk close to visible scrap crates to automatically scavenge them, gaining their small random scrap amount; crates disappear temporarily and respawn after a delay. Walk near a civilian and press E or tap Recruit to convert that civilian into a defender, increase the recruit count, gain a little scrap, and spawn a new AI human guard inside the base. Spend 4 scrap and press B or tap Barricade to place a wooden barricade several meters in front of the player, oriented with the player’s facing direction. Barricades have health, block movement, and can be damaged by zombies. Human progression should increase tech tier at 8 and 18 kills, improving fire rate/damage/defense effectiveness. The HUD should show Humanity, scrap, recruits, tech tier, core health, pressure, kills, weather, and the objective. Zombie campaign: spawn the player as a green basic zombie/patient zero just east of the outpost, with the camera and player facing toward the base. The objective is to break the blue base core or wipe out the AI defenders. The player uses close-range claw/melee attacks with click/tap, the Claw button, or F. A claw attack damages nearby defenders, walls, towers, and barricades in front of/near the player; it can also damage the core when close. Hide the human crosshair for this faction. The zombie player can jump/leap with Space. Spawn several AI human defenders around the base, armed with ranged attacks, and allow them to shoot at hostile zombies. Zombie resource and expansion loop: approach a civilian and press E or tap Infect to hide that civilian and spawn a new zombie or occasional heavier mutant at that location, increasing infected count and biomass. Start the zombie with 4 biomass. Spend 5 biomass and press B or tap Nest to place a low dark organic zombie nest several meters ahead of the player. Nests are non-solid, have health, rotate/pulse visually, periodically spawn AI zombies nearby, and increase the horde’s support pressure. Spawn occasional zombie support packs from the infected side. Zombies should prioritize nearby human defenders and ultimately the core; melee attacks damage defenders or the core. Human bullets can damage zombies. Zombie progression increases evolution tier at 4 and 9 infected, improving claw damage/cooldown. The zombie HUD should show Zombie Horde, biomass, infected count, evolution tier, core health, horde count, nest count, defender count, weather, and the objective. Use two AI actor types on the zombie side: normal green zombies and occasional larger/heavier mutants with more health, damage, radius, and slower/heavier behavior. Use human AI defenders with blue-toned visuals and civilians with tan/neutral clothing. Use animated low-poly apocalypse character assets where available, including human-with-gun, basic zombie, chubby/heavy zombie, armored truck, water tower, barrels, living trees, and dead trees; simple capsule/box/cylinder placeholders are acceptable while assets load. Include hit reactions, attack/run/idle/death animations if available, health/damage floating text, projectile impacts, and subtle camera shake when the player/base is hit. Implement a dynamic environment: a repeating day/night cycle around two minutes, with darker blue night lighting and stronger fog; random weather states clear, fog, and storm, with storm rain particles and modified visibility. Display short event messages such as incoming zombie assaults, weather changes, scrap secured, recruitment/infection, barricade/nest placement, and progression tier unlocks. Use a polished dark translucent glass HUD over the game: three top cards for faction/resources, war status with a meter, and objective; an event feed at upper left; a central instructional hint; bottom control instructions; and three action buttons. On game over, show a centered/menu overlay with a victory or defeat message and buttons to restart as either humanity or the zombie horde. Keep the game as one continuously playable slice with no online multiplayer, driving the conflict through local AI squads, civilians, waves, structures, and the shared base core health.