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Arcade › Range Ops
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sankar Sankar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Range Ops yet. Play it, then tell Sankar Sankar what you would add next.
Range Ops was built by Sankar Sankar 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 Ops 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-based first-person 3D shooting-range game titled “Sandy Range.” Use a Three.js-style WebGL renderer with a 70-degree perspective camera, soft shadows, fog, and a bright stylized low-poly aesthetic. The camera is controlled in FPS mode from a player object initially positioned near the front of the range, looking toward the targets. Support WASD or arrow-key movement, Shift for running, Space for jumping, mouse left-click to shoot, and a large mobile-friendly FIRE button at the lower right that shoots as well. Add a simple blocky rifle model in the lower-right foreground of the camera, with a dark gray barrel/body, brown grip, and a brief glowing yellow muzzle flash whenever the player fires. Build the environment as a circular sandy training arena: a large flat tan sand disk with a subtle raised dark-brown circular rim, surrounded by a tall continuous timber fence made of closely spaced vertical brown planks/posts and three horizontal rails. Include a visible gate beam/opening suggestion at the far side. The sky should be an open blue gradient/dome, with a pale horizon, directional sunlight, ambient hemisphere lighting, and atmospheric fog that makes distant fence elements fade softly. Populate the range with simple wooden and concrete cover. Place several small brown crates with lighter bands, low gray concrete barriers with lighter caps, two raised wooden tables/platforms, and two taller wooden lookout towers at the rear sides. The towers should have four posts, a square deck, partial railings, stairs, and a distinctive blue pyramidal/conical roof. Add three thin lane-marker strips running lengthwise through the sand and a blue range sign with a pale horizontal sign area/lettering near the far fence. Keep the visual style geometric, colorful, and low-poly rather than realistic. Create exactly 20 animated green humanoid target dummies arranged in four staggered rows of five in the middle/far portion of the arena. Use a reusable basic animated humanoid character, recolor all its meshes green, orient the figures toward the player, and play an idle animation. Each dummy has a small bright red circular chest target/disc attached to its front. The dummies are the only shootable targets. Cast and receive shadows on the characters and scenery. Implement shooting with a camera-centered raycast: fire along the center of the screen, and if the ray intersects any standing dummy (including its child meshes or red chest disc), mark that dummy down only once. Increment the hit count, show a temporary dark translucent “HIT +1” banner near the upper center, and animate the hit dummy tipping/falling forward until it reaches roughly a 90-degree rotation. Do not add enemy attacks, health, ammunition, reloads, timers, or weapons beyond the single rifle. The goal is simply to hit all 20 stationary/idle dummies. Overlay a fixed HUD above the canvas. At the top-left show a dark translucent rounded rectangle reading “Hits: 0 / 20” initially, with the current hit count and total updated as targets load and are hit. At the top-right show a dark translucent rounded help panel reading “WASD / arrows move · Shift run” and “Space jump · Click or FIRE shoot.” Put a white circular crosshair with a small white center dot exactly at screen center. Put a red, semi-transparent circular FIRE button with a white border and white label at bottom-right; make it pointer/touch enabled. Use a clean Arial-like sans-serif font, white text with a subtle dark shadow, and responsive sizing on small screens (the help panel can be hidden and the FIRE button slightly reduced on narrow displays).