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RPG-7 War

  • 3d
  • fps
  • wave-survival
  • shooter
  • desert
  • 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. Ali Zaraket built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about RPG-7 War yet. Play it, then tell Ali Zaraket what you would add next.

Make your own game

RPG-7 War was built by Ali Zaraket 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 RPG-7 War 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 RPG-7 War

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-based first-person 3D wave-survival shooter titled “RPG-7 War.” Use Three.js-style WebGL rendering with a perspective FPS camera, mouse-look pointer lock, and WASD movement; support jumping with the movement controls. The player starts at the center of a small sandy desert arena holding a visibly modeled RPG-7 rocket launcher in the lower-right foreground of the camera. The launcher should be attached to the camera and aimed with the center-screen reticle. Left-click fires one rocket, with roughly a 1.15 second cooldown. Rockets travel quickly in the camera’s forward direction, have a visible rocket/ammunition model, and create a brief yellow muzzle flash when fired. A rocket explodes when it reaches its lifetime limit, hits the ground, or directly hits an enemy. Show the explosion as a rapidly expanding, fading orange sphere and spawn short-lived orange/brown debris particles that arc outward and fall. Each explosion damages every nearby enemy within an approximately 5-unit radius, with damage falling off by distance, allowing blast kills and direct-hit combat.

Build the environment as a sunlit stylized low-poly desert: a broad tan sand ground made from a tiled hexagonal/sand-desert terrain asset, scattered irregular sand-rock formations for visual cover, a pale blue sky background, warm directional sunlight, soft hemisphere lighting, and distance fog that makes the arena fade into a muted brown-gray horizon. Use shadows on the terrain, rocks, player/enemy models, and weapon. Spawn humanoid male soldier enemies as animated 3D models around the player at random angles, about 20–31 world units away. Begin with wave 1 containing 4 enemies; each subsequent wave contains 3 plus the wave number, capped at 8. Enemies have 100 health, visibly use idle, walk, and death animations, and pursue the player at about 3.8 units/second while facing the player. They stop advancing at close range. While within 26 units, each living enemy periodically fires a small red projectile toward the camera/player, about every 1.75 seconds. Enemy bullets travel quickly and disappear after their lifetime or on reaching the ground; a bullet that comes close to the camera deals 17 health damage. Enemies also inflict continuous close-range contact damage of about 11 health per second within 2 units. When an enemy dies, play its one-shot death animation, count a kill, and award 120 points. When all enemies in a wave are dead, advance the wave, award 250 bonus points, and spawn the next wave after about 1.6 seconds. Keep defeated enemies in the scene rather than requiring immediate removal, but do not let them attack or count as alive.

Create a minimal black/dark transparent HUD over the full-screen game. At the top center, show three dark rounded rectangular counters labeled “Wave:”, “Kills:”, and “Score:” with initial values 1, 0, and 0. Place a small white circular crosshair with horizontal and vertical center lines exactly at screen center. At the bottom center show the instruction text: “WASD move • Mouse look • Click to fire RPG • Kill all enemies to advance” in a translucent dark rounded panel. At bottom-left show a 200px-wide, 18px-high health bar with a thin white border and red fill starting at 100%; reduce it as the player is hit and clamp it at zero. The game runs continuously while alive and updates the HUD each frame. When health reaches zero, stop gameplay and display a centered dark overlay titled “DEFEATED,” showing “Final Score: [score]” and “Kills: [kills]    Wave: [wave]”, plus a red “RESTART” button that reloads/restarts the game. Keep the presentation clean and uncluttered, with no extra weapons, pickups, ammo counter, minimap, or unimplemented abilities.”,

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