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Arcade › Sector 2000
Sweep a huge sci-fi sector with SMG, M16, AK47, and 9MM, using ADS, sprint stamina, melee swings, and a minimap to hunt 20 armed enemies. Grab health, armor, and dropped guns as bodies stay where they fall.
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Sector 2000 was built by Matthew Johnson 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 Sector 2000 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 first-person sci-fi tactical shooter called "Sector 2000" with the following specifications:
**Camera & Perspective**: First-person view from eye height (~1.55 units), 74° FOV (narrows to 52° when aiming down sights), rotation order YXZ with pitch clamped between -0.65 and 0.48 radians. Player-attached spotlight (cyan tint, 8.5 intensity, increases to 10.5 when ADS, 42-unit range, toggleable with F key).
**Environment**: Massive procedurally-generated 128×128 grid map with 4-unit cells. Dark cyan/teal color scheme: dark blue-gray background (0x07111a) with cyan walls (0x0db4c4), glowing teal stripes on walls (0x83faff), blue grid floor (0x081d24), dark ceiling at 3.9 units height. Dense fog (10-42 unit range). Use instanced mesh for thousands of wall cubes (3.9 units tall). Border walls plus procedurally placed interior walls forming long corridors and bunker-like rooms. Tiny floating blue lamp cubes (0.08 size) at height 3.55 scattered around.
**Player Movement & Mechanics**:
- WASD movement at 5.2 units/sec base speed, 8.0 when sprinting (Shift or left stick click)
- Sprint consumes stamina (drains at 24/sec, regens at 12-18/sec), stamina bar shown on HUD (green gradient when high, red when low <20)
- Spacebar/A button to jump (5.1 upward velocity, -12.5 gravity)
- Arrow keys or right stick for turning (2.55 rad/sec keyboard, 3.6/2.2 for gamepad look)
- Circle-based collision (0.52 radius) with 8-point sampling against walls
- Gun bobbing animation based on movement speed (sin wave cycling)
- 8-second spawn protection (invulnerability timer)
**Weapon System (4 realistic guns)**:
1. SMG_1: 45/225 ammo, 0.065s cooldown, 14 damage, 0.032 spread, 54 range, orange tracers (0xff6a1a)
2. M16: 30/120 ammo, 0.085s cooldown, 22 damage, 0.021 spread, 62 range, tan tracers (0xffd18a)
3. AK47: 30/120 ammo, 0.105s cooldown, 28 damage, 0.034 spread, 58 range, orange tracers (0xff9a3d)
4. 9MM Pistol: 15/75 ammo, 0.18s cooldown, 32 damage, 0.018 spread, 42 range, cyan tracers (0xd8f8ff)
**Weapon Features**:
- Aim Down Sights (ADS): Right mouse/LT narrows FOV, tightens spread to 32%, raises gun to center, increases flashlight intensity
- Magazine reload system: R key/X button, multi-stage animations (mag drops at 28%, new mag inserts at 58%, chamber at 84%) with sound cues. Duration: 0.95s (pistol), 1.25s (SMG), 1.45s (rifles)
- Visible reload magazine model detaches and animates during reload
- Melee swing: V/B keys or right stick click, 55 damage, 2.8 unit range, requires 0.62 aim alignment, 0.45s cooldown, gun swings dramatically
- Iron sights on SMG (rear posts on left/right, front post, dark teal emissive material 0x00b8d6)
- Weapon swap by number keys 1-6 or picking up dropped guns with X key
- Empty gun plays click sound, shows warning message
- Weapon models styled with metallic shaders: SMG (dark teal 0x203640 with cyan emissive), M16 (gray 0x2b3033), AK47 (dark black 0x242424 with brown wood 0x8b5428 stock/grip), 9MM (steel gray 0x5d6870)
**Combat System**:
- Hitscan raycast shooting with bullet tracers (line geometry, 0.035-0.095s lifetime, fade out)
- Ray-sphere intersection for enemy hits (0.48 radius normal enemies, 1.0 boss)
- Wall occlusion check for line-of-sight
- Hit particles: 9 small spheres (0.055 radius) spawn on enemy hit, scatter with physics (velocity, gravity -4), fade over 0.35s
- Health: 100 max, Armor: 150 max (absorbs 60% damage first)
- Red hurt flash overlay when damaged (0.35 alpha, fades over time)
- Death: player camera drops to 0.35 height, pitch tilts to -0.95, "YOU ARE DOWN" message, R to restart
**Enemies (20 total, mix of 3 types)**:
- Soldier type: 85 HP, cyan tinted (0x35e8ff), 2.0 speed, 7 damage, 14 range, 5.6 keep-distance, shoots every 0.72-1.0s
- SciFi type: 115 HP, magenta/pink tinted (0xff315d), 1.55 speed, 10 damage, 12 range, 4.7 keep-distance, shoots every 0.95-1.23s
- Boss (Sector Warden): 650 HP, purple tinted (0xb35cff), 1.75x scale, 1.25 speed, 18 damage, 24 range, 9.5 keep-distance, shoots every 0.48-0.76s, spawns only after collecting all 3 data cores
**Enemy Behavior**:
- Animated humanoid models with gun held at right hand (quaternius modular characters)
- AI states: Idle_Gun, Run, Run_Back, Idle_Gun_Pointing, Idle_Gun_Shoot, HitRecieve, Death animations
- Chase player if within 72 units with line-of-sight, else idle
- Can target ally if closer than player
- Move toward target if distance > keepDistance, backpedal if < 2.2 units, else strafe/point
- Shoot colored tracers (cyan soldiers, magenta scifi, purple boss) with muzzle flash point lights
- Health bar floats above head (0.85×0.08 plane, colored fill shrinks with HP, always faces camera)
- Drop weapons on death: soldiers drop M16/AK47, scifi drop 9MM pistol (50% random for soldiers)
- Bodies stay visible, darkened (0.55 color multiplier), play death animation once and hold
**Friendly AI**:
- One ally "Ranger": 180 HP, green tinted (0x25ff62), armed with SMG
- Follows player when no enemies nearby (catches up at 3.5-6.8 speed based on distance, teleports if >42 units)
- Attacks enemies within 34 units, shoots every 0.52-0.74s for 12 damage
- Targets closest visible enemy, prefers enemy over player as target
- Runs toward enemies if >8 units away, else Idle_Gun_Pointing
**Pickups (animated, floating, glowing)**:
- Health packs: 20 total, green cross (0x25ff62), cylinder base + cross bars, +35 health, cap at 100, point light glow, bob 0.08 units at 0.003 Hz
- Armor shards: 20 total, blue octahedron (0x27b7ff), +30 armor, cap at 150, point light glow
- Ammo crates: 16 total, orange/yellow boxes (0xffc24a) with glowing stripe (0xfff0a0), +45 ammo (or +24 for pistol), rotate at 0.012 rad/sec
- Data cores: 3 total, purple (0xb35cff) floating octahedron on cylinder base, point light (0.9 intensity, 7 range), bob 0.18 units, collect to progress mission
- Extraction beacon: cyan torus ring (1.4 radius) + light pillar at spawn center+10 offset, invisible until boss defeated, scale pulses with sin wave
- Dropped weapons: Rotate at 0.018 rad/sec at ground level (0.16 height), colored by type, show pickup prompt when within 2.15 units
**HUD Elements**:
- Top-left stats: "HEALTH [value]" / "ARMOR [value]"
- Top-right weapon: "[NAME]" / "AMMO [mag]/[reserve]"
- Top-right kills: "KILLS [current]/[total]" / mission status ("CORES 0/3", "BOSS", "EXTRACT")
- Center crosshair: white dot (4px), expands to 8px circle when ADS
- Bottom stamina bar: horizontal green/red gradient fill based on current/max
- Minimap (bottom-right, 180px square): top-down grid view, static wall layer cached, updates every 3 frames, shows:
* Walls (cyan 0x1eddf3), floor (dark blue 0x06202d)
* Health (green 3×3), armor (blue 3×3), ammo (orange 3×3)
* Data cores (purple 7×7), extraction (cyan 7×7)
* Dropped weapons (colored 4×4: AK orange, M16 tan, 9MM cyan)
* Ally (green 5×5 square)
* Enemies (cyan/magenta/purple based on type, 5×5, boss 9×9)
* Player (white triangle pointing forward, rotates with yaw)
* Cyan border stroke
- Center message box: mission updates, pickup notifications, warnings (700-4200ms duration)
- Weapon swap prompt when near dropped gun: "PRESS X TO SWAP FOR [NAME]"
- Pickup prompt shows when within range and not at cap
**Visual Style**:
- Low-poly modular sci-fi aesthetic
- Posterized/flat-shaded character models (4-step color quantization)
- Metallic realistic gun models with emissive accents
- ACES Filmic tone mapping, 1.05 exposure
- Cyan/teal/blue color palette with orange/magenta enemy accents
- No shadows (performance optimization for massive map)
- Dark moody lighting, single directional light (cyan 0xbffcff, 1.9 intensity) + hemisphere light (0x5ea6ff/0x061016, 1.35)
**Game Loop & Objectives**:
1. Spawn in center safe zone with 8s invulnerability
2. Explore 128×128 sector, find and collect 3 purple data cores scattered in corners
3. Clear 20 enemies posted throughout rooms and corridors
4. After collecting all 3 cores, boss "Sector Warden" spawns at grid 64,96
5. Defeat boss to open extraction beacon
6. Reach extraction point to win ("MISSION COMPLETE")
**Controls Summary**:
- PC: WASD move, mouse look + shoot, Shift sprint, Space jump, Q ADS, R reload, X swap guns, V/B melee, F flashlight, 1-6 weapon select, Arrow keys turn
- Gamepad: Left stick move, right stick look, LT ADS, RT fire, LS sprint, A jump, X reload/swap, B/R3 melee, D-pad weapon select
**Audio** (procedural tones):
- SMG: 130Hz sawtooth -55 slide, 0.04s
- Enemy guns: 260Hz square -90 slide
- Hit: 95Hz triangle -35 slide
- Death: 190Hz sawtooth -150 + 60Hz triangle
- Jump: 310Hz square -85 + 190Hz triangle
- Melee: 150Hz triangle +170 slide
- Reload: 410Hz + 530Hz dual tone
- Pickup: 520Hz +220 + 760Hz +120
- Empty: 90Hz square
- Step: 48Hz triangle every 0.22-0.34s
**Performance**: Instanced rendering for walls (thousands of cubes), bullet/tracer pooling with 18 max tracers, minimap static layer caching, frame-skip for minimap updates, no shadows, PixelRatio 1.0