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Overlord Command

  • 3d
  • rts
  • strategy
  • ww2
  • normandy
  • base-building
  • tactical
  • browser
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. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Overlord Command yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Overlord Command was built by Liam Schuldes 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 Overlord Command 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 Overlord Command

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 browser-based Three.js real-time strategy game titled “Overlord Command,” inspired by Operation Overlord and set on a detailed inland Normandy tabletop battlefield. Use an elevated, angled perspective camera over a large square green field, with a muted blue-gray sky/fog, soft bright directional daylight, shadows, and a slightly stylized low-poly military diorama look. The battlefield should have green grass fields, tan dirt roads running through the map, dark green hedgerows, scattered pine trees and rocks, supply crates around the Allied forward base, and a small village of simple tan houses with reddish-brown roofs and chimneys. Use procedural military models with visibly detailed armored hulls, tracks or wheels, turrets, gun barrels, stowage, antennas, markings, and small three-person infantry squads with helmets and rifles. Allied units use olive/green coloring and green selection rings; German units use gray/gray-green coloring and red selection rings. Where available, use CC0-style low-poly tree/rock assets and imported stylized tank, vehicle, and animated soldier models, while retaining procedural silhouettes as a fallback. Keep object labels, health bars, and faction tinting readable from the RTS camera.

Build four selectable missions through a HUD dropdown: Mission 1: D-Day Landing, Mission 2: Village Breakout, Mission 3: Hold the Line, and Mission 4: Base War. Mission 4 is the large inland base-war scenario: place the Allied forward HQ toward the south/end of the map around z=72 and the German HQ at the opposite northern end around z=-82, with German starting barracks, vehicle factory, and defensive positions around its HQ. The Allied HQ is a simple fortified command building with a blue flag. The German HQ and buildings should be labeled in red/pink text; Allied buildings use pale green text. German forces attack south in recurring waves from the German base and production buildings. The main goal in Mission 4 is to destroy the German HQ; losing the Allied forward HQ ends the game. Mission 3 instead has a 60-second hold objective. Mission 1 places three fortified capture objectives—Beach Exit, Road Junction, and Inland Ridge—on the field and uses the Allied deployment roster; Mission 2 places an Occupied Village objective and village houses and transitions to base-building play. Show mission-specific instructional messages.

At the top of the HUD, display large high-contrast text for current Supply, living Allied Units, living Enemy units, Objectives progress, and Allied HQ health (for example “Supply: 276 · Units: 3 · Enemy: 3” and “Objectives: 0/3 · HQ: 550/550”). Use dark translucent olive/black panels with thin tan/gold borders, large cream text, and chunky readable buttons. Include a mission selector, a horizontal/swipeable Allied deployment roster, and command buttons labeled “Select,” “Select All,” “Attack Move,” “Rally Base,” and “Pause.” In Mission 1, deployment cards show faction, unit name, role, and supply cost, including examples such as “British: Churchill (A22) — Heavy infantry tank · 145 supply”; later missions hide/disable the roster’s direct deployment behavior and instruct the player to build from bases. On touch devices include an on-screen directional pad for camera panning.

Implement the Allied roster exactly as these choices and roles: British Rifle Section (cheap infantry capture squad), US Infantry Squad (fast objective holders), Churchill (A22) (heavy infantry tank), AEC Armoured Car (fast reconnaissance), Universal Carrier (cheap support carrier), M3 Stuart (light tank), M3 Lee (medium tank with dual guns), M3 Half-track (mobile infantry fire), M3 Scout Car (spotter vehicle), and M8 Greyhound (fast armored car). Give units differentiated speed, hit points, armor, attack range, damage, cooldown, and supply costs; infantry are smaller three-soldier groups while vehicles are larger. German enemies should include German Grenadiers, Sd.Kfz 222, Sd.Kfz 251, Panzer IV, Tiger I, Panther/Panzer V, StuG III, and Sd.Kfz 234, with progressively varied armor, speed, range, damage, and cooldown. Units should automatically acquire nearby enemies and fight when in range, rotate toward their targets, fire visible projectiles, create impact/explosion effects, and show a floating faction-colored health bar above each unit. Vehicles use their local forward axis toward movement and aiming.

The core controls are: click/tap an Allied unit to select it; Shift-click/tap adds to selection; drag a rectangle over the field to box-select Allied units; “Select All” or Ctrl/Cmd+A selects every living Allied unit. Right-click or a normal tap on empty ground with units selected issues a move order, arranging units into a loose grid at the destination. The Attack Move button makes the next field order aggressive so units engage enemies encountered along the way, then returns to normal selection mode. Build placement works by selecting a build button and then tapping open ground; tapping Select or the same build button cancels placement, and multiple structures can be built. WASD and arrow keys pan the camera, mouse wheel zooms, Rally Base recenters on the inland Allied base, and Pause freezes the simulation.

Add a base-building panel with buttons for HQ, Barracks, Vehicle Factory, and Defensive Position, each showing its supply cost and disabled state when supply is insufficient. HQ is the command center and provides supply income; Barracks trains infantry over time; Vehicle Factory produces vehicles over time; Defensive Position fires automatically at nearby enemies. The Allied player begins with a forward HQ and a small starting force, and can place multiple HQs, barracks, factories, and defenses on open field subject to a building cap. Constructed buildings and HQs contribute to steadily increasing supply. Newly placed barracks immediately provide initial infantry and then train additional British/US infantry periodically; factories provide an initial M3 Stuart and periodically roll out more M3 Stuarts. German AI buildings similarly produce grenadiers and assorted armored vehicles and defensive positions fire at approaching Allied units. Reject placement too close to another building and show concise status messages for construction, insufficient supply, wave attacks, orders, and cancellations.

Populate the initial battlefield with a small Allied force near its HQ and a German force near its HQ, then send German counterattack waves down several lanes. Early waves use lighter infantry and vehicles; later waves introduce heavier German armor. Give the large Mission 4 map multiple roads and hedgerow boundaries, a southern Allied staging area with rows of wooden crates, a northern German base, and enough open ground for expansion. Include performance behavior for mobile/iPhone devices: lower render scale, disable expensive shadows and imported animated models, reduce prop density, and cap Allied/German unit and building counts for smoother play. Run directly from index.html and game.js with Three.js ES modules and GLTFLoader, without a build step. Expose window.getGameState() and window.setGameState(patch) for live debugging.

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