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Arcade › Range Zero
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Joshua Jacob built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Range Zero yet. Play it, then tell Joshua Jacob what you would add next.
Range Zero was built by Joshua Jacob 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 Zero 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.
Create a browser-playable 3D first-person sniper range game titled “Range Zero.” Use a Three.js-style WebGL scene with a fixed firing position at a wooden shooting bench, looking down a long outdoor dirt lane under a clear pale-blue sky. The environment should include a broad green ground plane, a tan shooting lane, dark brown earth safety berms along both sides and across the far end, scattered stylized low-poly pine trees beyond the lane, several crates around the bench, a small range sign, distance marker posts along the left side, and a visible scoped sniper rifle viewmodel in the lower-right foreground when not zoomed. Use soft shadows, fog in the distance, simple colorful Kenney-like low-poly assets, and no player movement: the player only aims from the fixed bench. At the start, show a centered dark translucent rounded instructions panel with the title “Range Zero,” explaining that the player must clear six distant range targets before the clock runs out, steady breath, compensate for bullet drop, and confirm hits. Include a prominent yellow “Start round” button. Explain desktop controls: mouse aim, hold right mouse to zoom, left click to fire, Shift or B to steady. Support touch with drag aiming on the right side and FIRE, ZOOM, and BREATH buttons. The round lasts 45 seconds. Place exactly six targets at varied distances and elevations downrange: two large targets and four small targets. Their approximate positions should be: a large target around (-5.7, 1.9, -58), a moving large target around (6.2, 2.8, -82), moving small targets around (-8.5, 4.2, -112), (8.9, 1.5, -132), a far elevated moving/bobbing small target around (-3.3, 5.8, -168), and a far moving small target around (10.8, 3.4, -202). Give each a simple stand. Five targets move horizontally on visible rail structures; the far elevated target also bobs vertically. Targets should visibly change to dark and tilt/fall after being hit. Implement aiming with mouse movement/pointer dragging, clamped vertical pitch, and mild continuous sway. Right mouse or the touch ZOOM control switches to a narrow scope view (FOV about 18 degrees versus about 58 degrees normally), hides/repositions the rifle, and displays a circular black scope vignette with green horizontal/vertical reticle lines and the text “RANGEFINDER MIL-DOT.” Normal view has a simple white segmented crosshair. Sway is reduced while zoomed, and greatly reduced during breath steadying. Shift, B, or BREATH activates a 4-second breath hold with a 9-second cooldown; show BREATH READY, BREATH 4.0s countdown, or BREATH CD in the HUD. Click or tap FIRE to shoot, with a 0.75-second fire cooldown, visible recoil, and a firing click sound. Simulate bullets as fast projectiles traveling along the camera’s aim direction, with gravity/drop applied during flight. Check collision continuously along each bullet’s segment against the six target centers/radii so players must aim high enough at long range and lead moving targets. Large targets have hit radius about 1.75; small targets about 1.15. Award base points by difficulty/distance: 125, 170, 250, 280, 330, and 380 for the six targets respectively. Add +20 for a scoped shot and +25 when breath is held. Display a hit marker and confirmation message such as “CONFIRMED 58m +145,” plus a green impact ring at the target. Do not allow already-hit targets to score again. A missed bullet should count as a miss, subtract 35 points without going below zero, and reduce the remaining time by 1.75 seconds; show “MISS -1.75s.” End successfully when all six targets are cleared, or when at least five targets have been hit and the score reaches 900. End unsuccessfully when time expires before the required hit count. Freeze gameplay at the end, remove zoom, and show a result overlay with RANGE CLEAR or TIME EXPIRED, final score, medal, hits out of 6, misses, and remaining time, plus a restart button and R to retry. Add a live HUD over the scene. In the top-left dark translucent panel show TIME with one decimal, SCORE, HITS 0/6, and the breath status. In the top area show a medal panel with a circular badge and current medal/progress. Use medal thresholds Bronze 650, Silver 950, Gold 1250, and Ace 1600. A medal requires at least five hits; Ace additionally requires all six targets, no more than one miss, and at least 5 seconds remaining. Show medal toast notifications when a new medal is reached and a large temporary center message for round start, confirmed hits, misses, breath held, and final results. Keep the aesthetic clean, arcade-like, readable, and grounded in the stylized outdoor firing-range view.