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Arcade › Rift Range
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Savannah Mulenex built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rift Range yet. Play it, then tell Savannah Mulenex what you would add next.
Rift Range was built by Savannah Mulenex 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 Rift Range 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 first-person 3D target-shooting game titled “Rift Range,” using a dark sci-fi shooting range aesthetic. Render a large low-poly arena with Three.js/WebGL, a nearly black navy background (#071018), matching fog, a dark blue-gray floor, a tall dark teal back wall far ahead, and cyan-blue rim lighting. Add soft shadows, a bright directional light, atmospheric fog, and simple industrial cover: two tall rectangular cover blocks at approximately left/right mid-range and two low crates farther downrange. The camera is first-person, initially positioned around (0, 1.65, 7), with a circular glowing cyan crosshair centered on screen. On launch, show a fixed HUD over the 3D view. At the upper left display “RIFT RANGE · DESKTOP MODE” in bright cyan; at upper right display target progress and shot count/ammo information. In the center show a large translucent blue button with cyan border and glow labeled “ENTER RANGE.” At the bottom center show a dark rounded instruction panel reading approximately “Click to aim · WASD move · Space / click to fire · VR: point a controller and squeeze.” Include a VR button at lower right and a brief red/orange full-screen muzzle-flash overlay whenever firing. Clicking Enter Range starts the game, hides the button, requests pointer lock, and changes the status to desktop mode (or VR mode if already in XR). Place exactly six stationary humanoid targets downrange at these positions relative to the arena: roughly (-5,-8), (0,-11), (5,-8), (-8,-13), (8,-13), and (0,-16), where the second coordinate is depth. They should appear as dark soldier-like human figures with a subtle red/dark-red target coloration or proxy silhouette; if available use animated modular sci-fi soldier character models with an idle-with-gun animation and a death animation. Each target is a raycast hit target, does not move or attack, and begins alive. When hit, increment the target count, mark it dead, darken it, play the death animation if available, and emit a short burst of red and yellow particles. Keep the defeated target in the scene rather than respawning it. A miss should create a very brief glowing tracer in the current weapon color. Implement desktop controls: click the canvas to aim/request pointer lock, mouse movement rotates view with yaw and pitch limits, WASD moves the player at about 4.2 units per second, Space fires, mouse button fires, R reloads, and number keys 1–4 switch weapons. Ignore shooting until Enter Range has been pressed. Aim with the center crosshair and fire a ray from the camera forward direction. Enforce each weapon’s fire cooldown and magazine capacity; firing consumes one round and increments a visible shot counter. R starts a roughly 900 ms reload and temporarily displays “RELOADING…”. When reload completes, refill the current magazine. Since the range has an infinite-ammo armory, magazines can be refilled there and ammo is effectively unlimited. Provide four selectable weapons with visibly different colors, names, magazines, fire rates, and approximate visual scale: “PULSE PISTOL” (12 rounds, cyan, 180 ms rate), “RAPID SMG” (30 rounds, yellow, 90 ms), “BURST SHOTGUN” (6 rounds, orange-red, 520 ms, configured as a 5-pellet weapon), and “ARC CANNON” (4 rounds, purple, 850 ms). Display the current weapon name, ammo, and target progress in the HUD, e.g. “PULSE PISTOL · AMMO 12/∞ · TARGETS 0/6.” Show a simple sci-fi gun model in first person when assets are available; otherwise make recognizable low-poly guns from boxes, cylinders, and grips. Also build a visible armory on the right/rear side of the arena: a chunky dark table around (6, 0.75, 3.2), a bright pale-cyan countertop, a green ammo crate and a visible gun rack holding four differently colored display guns. When the player walks within about 3.4 units of this table, refill the current magazine and change the hint to “ARMORY TABLE: infinite ammo · 1-4 switch guns · R reload”; otherwise show the standard controls and armory hint. Support WebXR VR. Add the standard VR entry button, enable XR rendering, and create two simple visible hands attached to the controllers. Pointing a controller and pressing its select trigger fires a ray from that controller’s position and forward direction. Squeeze on controller 1 reloads; squeeze on controller 2 cycles to the next weapon. Keep the same six targets and hit effects in VR. The game should expose a clear completion state: after all six targets are hit, stop accepting normal gameplay, set the hint to “RANGE CLEAR — press R to reset,” and allow R to reset all targets, score, shot count, weapon, ammo, and game state. The visual style should remain clean, minimal, neon-cyan HUD over a dark, foggy industrial range, matching the supplied screenshot.”,