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Riftline

  • 3d
  • third-person
  • sci-fi
  • action
  • extraction
  • arena
  • mobile
  • local-ai
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. Fazilat Abdullayeva built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Riftline yet. Play it, then tell Fazilat Abdullayeva what you would add next.

Make your own game

Riftline was built by Fazilat Abdullayeva 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 Riftline 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 Riftline

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 mobile-ready third-person sci-fi action game titled “Riftline: Extraction Protocol,” presented as a compact vertical slice in an original futuristic riftline universe. Use a dark navy/blue atmospheric presentation with cyan and violet extraction technology, restrained premium sci-fi UI, soft fog, shadows, emissive accents, and simple stylized low-poly/procedural geometry. The player is an original sci-fi operator character viewed in third person, with a shadow beneath them; load a compatible generic sci-fi operator model if available, but do not use celebrity likenesses. The world should be a Three.js-like 3D scene with a perspective camera following the player at about six units behind, a dark blue background, exponential fog, cool hemisphere and directional lighting, and a moving blue accent light.

Start in a lobby overlay. The fixed HUD should show at the top left: “RIFTLINE // PROTOCOL 01,” “Extraction Protocol,” and “Original mobile action slice • no paid power.” At the top right show a rounded status pill with the current mode (“LOBBY,” “CLASSIC,” or “ARENA”) and a score/value readout. Show a mission panel beneath the header with a cyan uppercase kicker, objective text, and a cyan-to-violet progress bar. At the bottom show control help (“WASD / arrows to move • Space to jump • Click or FIRE to shoot”) and a large circular glowing cyan FIRE button. Put a small cyan crosshair at screen center and show short bordered toast notifications near the bottom center for events.

The lobby is a centered, rounded, translucent dark panel with cyan border and shadow. It says “RIFTLINE,” “Choose your drop,” and “A compact vertical slice of a larger original universe: explore, take the risk, and fight for the route home.” Provide two selectable cards/buttons: CLASSIC — “Explore the outer districts, collect valuables, reach the central extraction checkpoint.” ARENA — “2 VS 2 local combat simulation. First team to 25 eliminations wins.” Include the note that the prototype uses local AI opponents rather than real online networking. On mobile, stack the two mode buttons vertically; on wider screens place them in two columns.

CLASSIC mode: create a large square outdoor district/outer-zone map roughly 120 by 120 units, with a flat dark teal ground, fog, and about 22 scattered perimeter blocks/buildings in alternating muted blue and purple colors. Spawn the operator near (-30, 0, -30). Place a central extraction facility at the origin, a large dark blue rectangular building with a subtle blue emissive glow, surrounded by two luminous floor rings (outer cyan and inner violet). Add seven cyan glowing beacon landmarks around it. Add 12 collectible locations distributed in a grid-like spread across the outer districts, each represented by a purple crate and a violet signal ring. Four of the collectibles are diamonds/valuables and the rest are supply caches; proximity within roughly 1.7 units collects them. Display “Diamond secured” for diamonds and “Supply cache collected” for caches. Track diamonds/valuables and show a progress bar based on collected valuables, with the objective “Collect valuables (0/3) and reach the central checkpoint” (the underlying collectible set can contain four diamond locations, while the displayed objective uses the shown three-value target). Also include simple named district structures: a research facility in the northwest, an observatory in the northeast, and an industrial hub in the southeast, plus a central checkpoint prop and a small hovering/raised sci-fi craft or prop near the district.

When the operator carrying at least one diamond reaches the central extraction rings (within about 5.8 units of the origin), show “Extraction complete — valuables banked,” clear the carried diamonds, increment the banked/extracted count, and reset the player to the outer spawn. The top-right readout in Classic should show the current carried valuables as a value label such as “0 VAL.” Classic is primarily exploration, collection, and extraction; there are no Classic enemies implemented. Keep the futuristic landmarks, crates, rings, and central checkpoint visually prominent.

ARENA mode: create an enclosed square combat arena roughly 48 by 48 units. Use a dark blue floor, tall dark blue perimeter walls, two long central cover structures near the front and back, and eight small rectangular cover blocks distributed through the arena in teal/blue and purple-blue colors. Spawn the player near the B-side end around (0, 0, 15). Spawn four simple stylized local AI combatants as glowing capsule-like humanoid bots with bright visors: two Team A cyan bots near the far side and two Team B pink/red bots near the player side. Bots should move toward the player when farther than about seven units, face the player, and Team B should periodically generate incoming-fire notifications when within range; implement the shown local AI behavior rather than network multiplayer. The arena objective reads “First team to 25 eliminations wins,” and the score readout is formatted like “00 / 25,” with the progress bar based on Team A’s score. The player fires a pulse rifle from the centered crosshair using mouse/touch click, the FIRE button, or the F key. Give firing a short cooldown around 0.18 seconds, use a forward raycast from the camera up to about 55 units, flash hit bots white briefly, deal 34 damage per hit, and eliminate a bot after three hits at 100 HP. Each eliminated bot disappears, a toast says “ELIMINATION +1,” and Team A’s score increases. End the round when either team reaches 25: show “TEAM A WINS” or “TEAM B WINS,” then return to the lobby overlay. The top-right Arena readout should show the Team A score toward 25.

Controls must work on desktop and mobile: WASD/arrow movement through a third-person character controller, Space for jumping, pointer/touch click and the on-screen FIRE button for shooting, and F for shooting. Use responsive HTML/CSS HUD panels with translucent navy backgrounds, thin cyan borders, rounded corners, cyan/violet gradients, a glowing circular FIRE control, and readable typography. Keep the game original, atmospheric, and polished but limited to the two implemented modes and local AI behavior; do not add inventory, vehicles, weather, matchmaking, progression, online networking, or other expansion features not present in this slice.

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