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Outbreak Front

  • 3d
  • first-person
  • shooter
  • zombie
  • survival
  • wave-defense
  • military
  • mobile-friendly
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. m.kipfer7 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Outbreak Front yet. Play it, then tell m.kipfer7 what you would add next.

Make your own game

Outbreak Front was built by m.kipfer7 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 Outbreak Front 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 Outbreak Front

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 playable 3D first-person zombie defense shooter titled “Outbreak Front.” Use a Three.js-style perspective camera with a 68-degree field of view, positioned at about eye height (1.62 units) over a bounded muddy battlefield. The player is a military soldier defending a perimeter in a dark, foggy cold-war/war-zone setting. Keep the tone realistic but all-ages: no blood or gore; defeated zombies play a death animation and disappear, and hits produce small bright green markers.

Core gameplay: begin on a pre-mission screen with the battlefield visible, a centered green “START MISSION” button, and the message “Click Start Mission.” Once started, the player must survive and clear successive zombie waves. Six zombies are initially placed around the battlefield at roughly 14–32 units from the player. Additional zombies spawn from the surrounding fog. Zombies continuously walk directly toward the player, avoid/are blocked by battlefield obstacles, and attack at melee distance (about 1.35 units) with a punch animation and a roughly one-second cooldown. Each hit reduces health by about 9 plus 0.8 per wave. At zero health, stop the action and show “Perimeter overrun — score [score]” with a restart button.

Movement is keyboard WASD or arrow keys. Move relative to the player’s yaw, with a speed around 7.2, and constrain the player to approximately x -34..34 and z -28..30. Include touch-friendly on-screen W/A/S/D buttons in the bottom-left that act like held movement keys. Aim in first person using mouse movement with pointer lock, or by dragging on the screen/mobile display. Clamp vertical look between about -1.05 and 0.72 radians. Clicking the game view fires; also support F and Space, plus a large circular red “FIRE” button at bottom-right for mobile. Include R to reload. Use a first-person rifle model visible in the lower-right foreground, with slight recoil and a brief yellow muzzle flash when shooting. Add a small glowing pale crosshair centered on screen.

Shooting mechanics: start with a 30-round magazine and 90 reserve rounds. Each shot consumes one round, has a 0.17-second firing cooldown, emits a short-lived yellow bullet tracer from the camera toward the aim point, and uses raycast hit detection against zombie models. A hit deals random damage from 38 to 54, briefly plays a hit reaction, and creates a small expanding green hit splash. Zombies have 70 + 10 per wave health; killing one adds 100 score and plays its death animation before removal. When the magazine is empty, or when R is pressed, reload over about 1.15 seconds, transferring ammunition from reserve. Clearing all living zombies advances the wave, grants 18 reserve rounds, displays “Wave [number] incoming,” and schedules 4 + 2×wave zombies to enter in staggered intervals. During normal play show “Hold the line.”

HUD: use a clean military game overlay with white bold sans-serif text, subtle shadows, translucent near-black rectangular pills with thin gray borders. In the upper-left/top bar show HEALTH 100, AMMO 30 / 90 (or RELOADING), SCORE 0, and WAVE 1. Place a centered top briefing panel reading “First person mode: WASD / Arrow keys move. Mouse or drag aims. Click, F, space, or FIRE to shoot.” Put the status/message near the lower center, the crosshair at exact screen center, the START MISSION button around the lower-middle, and a RESTART button in a dark red tone after defeat. Make the mobile controls visible but somewhat translucent on larger desktop screens.

Build the scene as a foggy, dim battlefield: near-black blue-green sky/background, exponential gray-green fog, cold overcast hemisphere lighting, soft cascaded shadows, and a dark olive muddy ground with a very subtle grid. Dress the perimeter with low-poly military props: rows of sandbag wall segments near the rear, six dark metal tetrahedral tank traps, scattered wooden supply crates, smoke columns made from semi-transparent dark puffs with small orange cone flames, and military vehicles used as cover/collision obstacles. Include an armored command truck on the left-rear, an armored checkpoint pickup on the right-rear, and a wrecked patrol car toward the rear/near distance; add simple mounted guns on the two armored vehicles and small red warning beacons/lights on the vehicles and wreck. Vehicles, crates, sandbags, and tank traps should block player and zombie movement through simple circular collision radii. Scatter the crates at varied battlefield positions and rotations.

Use low-poly, stylized but grounded military assets: an animated soldier model for the player (the body can be hidden from the first-person view), animated male and female zombie models, a rifle prop, crates, armored vehicles, and wrecked car. Support Idle, Run/Walk, Shoot_OneHanded, ReceiveHit, Death, and Punch animations where available. Add subtle weapon and hit audio tones, a heavier shot sound, reload beeps, and an attack sound, but do not add graphic effects. The final experience should feel like holding a perimeter in a bleak foggy battlefield while zombies close in from all directions, with the main visual emphasis on the rifle, crosshair, fog, scattered cover, approaching animated zombies, and the compact survival HUD.

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