Appearance
Arcade › Plastic Frontline: Toy Warfare
Click the game above and it runs right here in your browser. No download, no installer, no account needed. doros bodourof built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Plastic Frontline: Toy Warfare yet. Play it, then tell doros bodourof what you would add next.
Plastic Frontline: Toy Warfare was built by doros bodourof 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 Plastic Frontline: Toy Warfare 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.
Recreate a browser-based 3D real-time toy warfare strategy game titled “Plastic Frontline: Toy Warfare” using Three.js. Show a bright, stylized backyard battlefield from a high angled/isometric perspective with a perspective camera. The map is a 70x70 square of vivid green grass with a soft blue-green sky/fog backdrop, warm directional sunlight, soft fill lighting, shadows, and glossy molded-plastic materials. Include darker rectangular soil/garden patches, a light sand sandbox patch, translucent blue puddles, scattered rock/cliff props, plastic fence segments, cardboard-colored toy boxes with lids, flower pots with small green plants, blue toy boxes, and a few neutral toy-house props. The visual style should be low-poly/asset-based toy soldiers and toy vehicles with saturated team colors and simple chunky geometry, clearly resembling a tabletop backyard toy battlefield. Make it an RTS with two opposing bases: the player’s blue base on the left side around x=-24 and the enemy’s red/crimson base on the right around x=23. Each base has a command center, recycler, solar facility, barracks, and vehicle factory/building. Start the player with 240 plastic, 140 energy, population 4/12, four units (scout, rifle trooper, plastic jeep, armored toy tank), and the enemy with three units (scout, rifle, jeep). Player units are blue (0x2b9be8); enemy units are red (0xe03c3c). Use Kenney-style GLB assets where available: mini-character models for scouts/rifle troops, a toy monster-truck model for jeeps, city building models for structures, nature rock models, and fence models. If assets are unavailable, use chunky procedural substitutes. Tanks should be visibly custom toy tanks made from a box hull, six-sided cylindrical turret, barrel, dark detail block and scratch mark; helicopters may be supported as a visual procedural option but are not part of the starting force. Units and stats: scout costs 22 plastic/0 energy, has 45 HP, speed 7.5, range 2.5, damage 6, armor 0.4; rifle trooper costs 38 plastic/8 energy, 75 HP, speed 5.2, range 7.5, damage 11, armor 0.7; jeep costs 65 plastic/22 energy, 130 HP, speed 9.5, range 5.8, damage 9, armor 1.1; tank costs 95 plastic/45 energy, 210 HP, speed 3.4, range 11, damage 24, armor 2.2. Units move across the ground toward clicked destinations, use simple separation to avoid overlapping, rotate toward travel direction, and stop within attack range of an assigned target. Give selected units green selection rings. Show health bars above damaged or selected units. Combat uses small glowing spherical projectiles traveling toward targets about once every 1.1 seconds; player shots are light blue and enemy shots orange. On impact, reduce target HP using damage modified by armor, and emit a brief burst of small colored plastic cubes. Destroyed units scatter colored and gray plastic pieces and are removed; track enemy defeated and reduce player population when a player unit dies. Implement direct touch/mouse controls. Tapping a player unit selects it; dragging a rectangle selects player units in the box; clicking/tapping the battlefield sends all selected units to a destination with slight random formation offsets. Provide command buttons: Select All, Move, Attack, Stop, and Retreat. Select All selects every player combat unit. Stop clears movement and attack targets. Retreat sends selected units toward the player command center. The UI also includes a pause/resume button. Support touch pinch zoom, clamping camera height roughly between 12 and 48, and dragging/panning the camera while keeping the camera target within map bounds. Clicking a friendly building opens its production modal. Production: clicking a barracks opens options for Scout Figure and Rifle Trooper; clicking a vehicle factory opens Plastic Jeep and Armored Toy Tank. Show each unit’s plastic and energy cost. If resources and population are sufficient, spawn the unit near the selected building and update resources/population. Barracks and vehicle buildings also periodically produce random units automatically at a low rate. The recycler passively generates plastic and the solar building passively generates energy for the player; cap resources at 650 plastic and 380 energy. Use max population 12. Enemy buildings periodically generate additional scout/rifle/jeep units and enemy AI acts every few seconds: send enemy units toward the player command center, attack nearby player units when within about 14 units, and sometimes redirect groups toward a random player building. HUD: place a dark translucent top bar with rounded resource pills showing red plastic icon/count, energy icon/count, and population such as 4/12; show an objective text such as “Protect the Command Center” and later “Build units • Capture the backyard.” Put a bordered 108x108 minimap in the upper-right with dark green background, blue and red base markers, bright green player unit dots, light red enemy dots, and a small yellow resource hint. Put a dark bottom command bar with selected-unit information such as “3 selected — Scout Figure, Rifle Trooper...” and the five command buttons. Show a translucent green drag-selection rectangle. Include a production popup above the bottom bar and a centered dark victory/defeat overlay with mission statistics: units produced, plastic collected, energy generated, enemy defeated, mission time, and a Play Again button. The game loop should update time, resources, production, unit movement, projectiles, plastic impact effects, AI, animation mixers, camera, minimap, UI, and victory checks. The intended objective is to command the blue toy army against the red opposing force and destroy the enemy command center while protecting the player command center; display VICTORY or DEFEAT when a command center is destroyed or missing. Keep the camera view and HUD unobtrusive enough to clearly see the compact left blue base, open grassy center, and right enemy base, matching the supplied screenshot’s sparse overhead battlefield composition.