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Range Raid

  • 3d
  • fps
  • shooter
  • arena
  • action
  • 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. Gabriel Logan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Range Raid yet. Play it, then tell Gabriel Logan what you would add next.

Make your own game

Range Raid was built by Gabriel Logan 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 Raid 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 Raid

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-playable Three.js first-person shooter titled “Range Raid.” Use a pointer-lock FPS camera in a compact square arena enclosed by four waist-to-above-head-high perimeter walls. The player starts near one side of the arena at eye height, with a centered white plus-shaped crosshair and a stylized visible gun model in the lower-right foreground. The environment should feel like a grounded tactical training/battlefield space: directional sunlight, soft shadows, fog, muted natural terrain colors, subtle floor grid/detail, perimeter walls with thin contrasting strips, and scattered cover. Use humanoid low-poly combat bots with heads, skin-colored faces, helmets, light visors, tactical cloth torsos, dark vests, arms, legs, and small guns. Bots should visibly roam, strafe, pursue nearby targets, aim at them, fire glowing orange tracer lines, and fight both the player and other bots in free-for-all behavior. Bots disappear when killed, then respawn after about 2.4 seconds. A successful player hit instantly eliminates a bot and awards 20 score points.

Core round rules: begin on the menu and start the round when the player clicks the canvas to acquire pointer lock. The round lasts 75 seconds; end with a “Time Up” screen when the timer reaches zero, or end with “You Were Fragged” when health reaches zero. The player has 100 health, and enemy hits reduce health according to difficulty. Press R to reset the game, return to the setup menu, restore health/ammo/timer, rebuild the selected arena, and respawn bots. If pointer lock is released during play, show a centered “Paused” overlay and allow clicking to resume. Include Web Speech synthesis callouts where available: show a warning banner and say “Warning warning” when health is 30 or lower, and after roughly 12 seconds of standing still say “Hop back on, bro.”

Controls and aiming: WASD moves relative to the player view, with normal speed 10 and Shift sprint speed 16; mouse movement looks around while pointer lock is active; left click fires; right mouse button holds aim-down-sights and lowers look sensitivity, weapon spread, and field of view; Q snaps the view toward the nearest visible living enemy within roughly 0.8 radians in front of the player and displays a brief “TARGET LOCK” banner; number keys 1–4 switch weapons; Escape releases pointer lock. Prevent movement through obstacles and clamp the player to the arena bounds.

Implement four selectable weapons with visible simple geometric first-person models, muzzle flash, recoil, movement bob, weapon-swap motion, hitscan raycasting, colored short-lived tracer lines, cooldowns, spread, and ammunition shown in the HUD. Pistol: 12-round capacity, 0.22-second cooldown, low spread, one pellet. Rifle: 30 rounds, 0.09-second cooldown, one pellet and faster fire. Shotgun: 6 rounds, 0.62-second cooldown, six pellets and wide spread. Sniper: 5 rounds, 0.95-second cooldown, one very accurate pellet. Each shot consumes one round; do not fire during cooldown or with empty ammo. Aiming reduces spread, and aiming with the sniper hides the gun, changes the FOV to about 28, and displays a dark circular scope overlay with vertical and horizontal crosshair lines; normal ADS is about FOV 52 and hip fire is FOV 75. The weapon panel should show the weapon name, current ammo / capacity, and hints such as “1 Pistol 2 Rifle 3 Shotgun 4 Sniper” and “RMB Aim Q Snap Aim.”

Add a fixed HUD styled as translucent dark glass panels with light borders and white bold text. At the top center show Score, Health, Time, Mode, and Arena. At the lower right show current weapon and ammunition. Put warning/voice banners near the top center, a centered crosshair during normal view, and a red radial damage flash when the player is hit. The opening centered overlay should show the title “Range Raid,” explain “Pick a difficulty and arena, then click to lock in and fight,” and list “WASD move — Mouse aim — Click shoot — RMB aim — Q snap aim — R restart.” It must include clickable difficulty buttons Easy, Medium, Hard and arena buttons Outpost, Yard, Desert, with the active choices highlighted. The game-over overlay should show the reason, final score, selected difficulty and arena, and instructions to press R or choose another setup.

Difficulty presets must be real gameplay choices: Easy has 4 enabled bots, 1.5-second base fire interval, 0.09 aim error, 8 damage per hit, movement speed 3.6 and strafe value 2.1; Medium has 6 bots, 1.02-second interval, 0.052 aim error, 11 damage, speed 4.8 and strafe 2.9; Hard has 8 bots, 0.7-second interval, 0.028 aim error, 15 damage, speed 5.7 and strafe 3.5. Higher settings therefore increase bot count, accuracy, aggression, and damage. Bots should prefer the nearest target, close distance when far away, back off when very close, strafe, and shoot only within about 24 world units.

Provide three arena presets selectable from the menu. Outpost uses blue-gray sky/fog, green-gray ground, gray walls, tan trim, concrete crates, and obstacles centered approximately at (-10,-6), (0,0), and (11,7). Yard uses cool gray sky/fog and ground, gray walls, pale trim, large metal container props, and obstacles around (-12,6), (-2,-4), (8,3), and (12,-8). Desert uses tan sky/fog, sandy brown ground and walls, pale tan trim, scattered faceted rocks, and obstacles around (-9,-8), (0,4), (9,-2), and (13,9). Each obstacle should have a tall cylindrical pillar plus a small offset rectangular cover piece. Keep the visual style low-poly/stylized but grounded rather than neon: muted battlefield tones, readable silhouettes, warm accent lighting, fog, shadows, muzzle flashes, tracers, recoil, and clean white HUD typography.

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