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Arcade › Range Protocol

Range Protocol

  • 3d
  • first-person
  • shooter
  • aim-trainer
  • tactical
  • arcade
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. Majid Rahimi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Range Protocol yet. Play it, then tell Majid Rahimi what you would add next.

Make your own game

Range Protocol was built by Majid Rahimi 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 Range Protocol 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 Range Protocol

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 “Range Protocol” as a browser-based 3D first-person tactical shooting-range drill with a dark, polished military-training UI and an outdoor range environment. Use a Three.js-style perspective camera with FPS controls: WASD movement, SHIFT sprint, SPACE jump, mouse to aim, left mouse button to fire, right mouse button or R to toggle scope, and ESC to pause. Start on a full-screen menu overlay titled “RANGE PROTOCOL,” with the eyebrow “TACTICAL TRAINING SYSTEM / 07,” the description “Acquire. React. Repeat. A focused first-person marksmanship drill built for clean shots and faster decisions.” Provide selectable modes Training, Timed Challenge, Accuracy, and Sniper Mode, with Training initially active, plus Easy, Standard, and Hard difficulty buttons with Easy initially active, and a large cyan “BEGIN DRILL” button. Show the control hint “WASD move · SHIFT sprint · SPACE jump · LMB fire · RMB / R scope · ESC pause.” The menu should be a centered semi-transparent near-black glass panel with a thin cyan border, cyan/white typography, muted blue-gray text, uppercase labels, and a cool futuristic tactical aesthetic.

The playable scene is an outdoor firing range viewed in first person. Use a muted green ground plane and a broad gray gravel firing lane, atmospheric fog, cool blue-gray sky/background, directional sunlight, soft shadows, and blue-gray mountain-like berms in the distance. Add low lane barriers around z=-18, repeated brown wooden target stands around z=-34, a few stylized trees and rocks at the sides, and a visible low-poly pistol/sidearm in the lower-right foreground when not scoped. The player begins near (0, 1.1, 7), facing downrange. Targets spawn ahead at varying distances: circular off-white plates with a red center/ring, mounted on narrow dark posts. Targets vary between normal and small targets, can move side-to-side and vertically, and disappear after a limited lifetime if not hit. Maintain up to roughly seven active targets. In Sniper Mode, targets are farther away, smaller, more frequently moving, and have a longer lifetime; right mouse/R changes to a narrow field-of-view optic (about 24 degrees), hides the pistol and normal crosshair, and displays a circular dark scope vignette with thin vertical/horizontal reticles, a central dot, and the label “RMB / R TO EXIT SCOPE.”

Shooting should raycast from the exact center of the screen. Every shot increments shots; a target hit increments hits and combo, displays a brief cyan hit marker and an amber floating point popup, and creates a short burst of small glowing impact particles. Missing increments misses and resets the combo, displaying “MISS.” Score values are 100 for a normal target, 200 for a small target, and 300 for a moving target; multiply scoring by up to 4x based on combo, increasing every five consecutive hits. Occasionally after a normal target hit, spawn a red bonus apple at a random downrange position; show the toast “BONUS APPLE INBOUND.” Hitting the apple awards 500 points and orange impact particles. Include simple synthesized shot, hit, miss, and bonus sounds if supported.

During play, show a non-interactive HUD over the scene. At the top-left show “RANGE / PROTOCOL” and the current mode; at top-right show readouts for Score, Time, Accuracy, Combo, and Hits / Miss. Include a thin cyan progress bar across near the top. Put a small cyan crosshair with a white center at screen center, temporary hit marker and score/miss popup nearby, and bottom-left status text “LIVE RANGE · ACQUIRE TARGETS.” Training mode displays an infinity timer and continues until paused or otherwise exited. Timed Challenge uses a 60-second countdown and ends when it reaches zero. Accuracy mode also uses a 60-second countdown and spawns targets more rapidly. Sniper Mode uses a 90-second countdown. Difficulty changes target speed, target size, and spawn interval: Easy is baseline, Standard is faster/smaller with a shorter interval, and Hard is fastest/smallest with the shortest interval. Update the progress bar according to remaining time, while Training keeps it full.

ESC opens a dark glass pause panel reading “DRILL PAUSED,” “HOLD POSITION,” and “Take a breath. Your run is still live.” with a RESUME button. When a timed run ends, hide the HUD and show a centered “SESSION COMPLETE / DRILL COMPLETE” results panel with Score, Accuracy, Targets hit, and Best combo, plus a “RUN IT AGAIN” button returning to the menu. Preserve the visual language throughout: near-black translucent panels, thin cyan borders and glow, bright cyan primary button, amber score/highlight color, white bold condensed-looking uppercase headings, muted slate-blue secondary text, subtle backdrop blur, and responsive sizing for smaller screens.

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