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Outpost Watch

  • 3d
  • fps
  • shooting
  • low-poly
  • arcade
  • target-range
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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. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Outpost Watch yet. Play it, then tell kellen.lenzt0 what you would add next.

Make your own game

Outpost Watch was built by kellen.lenzt0 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 Outpost Watch 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 Outpost Watch

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-based first-person 3D shooting game titled “Outpost Watch.” Use Three.js or an equivalent real-time 3D engine with a perspective FPS camera and mouse-look controls. The player starts on a raised wooden/gray-brown watch deck near the back of an open green field, with the camera positioned around eye level at the front-center of the deck and facing into the field. Allow WASD movement, mouse look, and jumping; include collision with the ground. The visible world should be a simple stylized low-poly outdoor outpost: a large flat dark green ground plane, a pale blue sky/background with light atmospheric fog, strong warm directional sunlight, soft shadows, and blocky cube-like trees with brown trunks and chunky green foliage framing both sides and extending into the distance. On the rear of the deck, place dark rail posts and a back rail, a small gray watch shack with a darker roof, and a row of tan sandbags along the deck’s front edge. Keep the composition open so targets can be seen across the field.

Spawn exactly five animated low-poly male soldier character targets at fixed positions spread through the field: approximately (-12,-18), (1,-28), (14,-20), (-5,-39), and (10,-46) in world X/Z coordinates, with each standing on the ground and initially facing back toward the player/camera. Use an idle animation if available. These are stationary target dummies/enemies rather than moving attackers; they do not shoot or damage the player. The gameplay goal is to shoot all five targets. Aim with a centered raycast from the camera. A click, Space key, or on-screen FIRE button fires one shot; if the ray intersects a living target, mark that target dead, award 100 points, and hide/lower it from view. Otherwise increment misses. Track shots, misses, score, and remaining targets. There is no ammo or health system.

Provide a HUD over the 3D view. At the upper left, show a dark translucent rounded panel with the title “OUTPOST WATCH” and a status line in the format “Targets: 5/5 · Score: 0 · Shots: 0 · Misses: 0,” updating after every shot. When all targets are eliminated, replace the status with “OUTPOST SECURED · Press Enter to redeploy.” Pressing Enter after completion resets the round: restore all five targets, reset score/shots/misses to zero, and return to the normal play state. Also support restarting/reset behavior consistent with that round reset.

Display a white circular crosshair with vertical and horizontal lines at the exact center during normal play. Support aiming down sights with right mouse button or the R key: toggle a scope overlay that hides the ordinary reticle, narrows the camera field of view substantially (about 26 degrees versus about 68 normally), and darkens the screen around a transparent circular center with thin horizontal and vertical scope lines. Toggle back to normal view with the same controls. Add a large circular red “FIRE” button at the lower right for touch/mouse input; pressing it fires. Add a bottom-center dark translucent hint reading “WASD move · mouse look · click / FIRE to shoot · right click or R to scope,” positioning it higher on small/touch screens so it does not overlap the FIRE button. Use a clean, restrained low-poly military training-range aesthetic with Arial-like sans-serif UI, white text, blue-gray sky, green terrain, brown deck, and soft shadowed lighting. Do not add enemies, weapons, ammunition, health, combat effects, or mechanics beyond the described stationary target-shooting loop.

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