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Arcade › Shattered Grid
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Shattered Grid was built by Shirlock Holmes 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 Shattered Grid 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 3D first-person action game titled “The Shattered Grid,” with a dark near-future/crime-war presentation and a playable season-one slice called “Survive the dock shootout.” Use Three.js or an equivalent WebGL engine, with a perspective first-person camera, WASD movement, mouse pointer-lock aim, click or Space to fire, E to breach structures, R to recruit/revive, X to reload, and M to open a map overlay. Also provide touch controls: a circular virtual joystick at lower left and four large buttons at lower right labeled FIRE, BREACH, RECRUIT, and MAP. Require a centered start prompt reading “Tap to start audio + controls” that disappears on interaction and requests pointer lock/audio activation. Build a dark city-block combat arena approximately 80–90 units across. The player starts near (0, 1, 11), moves at about 8.5 units/second, and is clamped within x/z ±40. Use a nearly black navy background and fog, with a charcoal ground plane, a central north-south road and a cross road. Place rows of destructible box-like buildings along both sides of the roads, in cool blue and dark burgundy tones, plus thin tan weak-wall panels on their fronts. Add about 28 scattered cylindrical barrels as cover, streetlights with pinkish point lights, two distant modular house props, a civilian sedan, and a police cruiser. Use low-poly/clean stylized 3D assets with directional and hemisphere lighting, shadows, and restrained neon accents. The player uses a carbine with 30 rounds loaded and 90 reserve rounds. Each shot consumes one round, fires a short bright tracer from the camera, uses hitscan raycasting out to 80 units, produces a small impact spark and impact sound, and has modest random spread and recoil. Rate-limit player fire to roughly one shot per 115 ms. Reload when pressing X, or automatically if firing with an empty magazine; refill up to 30 from reserve. Show recoil state in the HUD as “steady,” “climbing,” or “wild.” Include heat: it starts at 1, rises slightly with every shot and more when breaching a wall, and slowly cools over time, capped at 6. Populate the arena with eight gangster enemies from four factions cycling through Moretti, DeLuca, Gallo, and La Serpiente, plus one blue police/TaskForce enemy. Use animated low-poly soldier characters when available, with a simple colored proxy fallback. Enemies have 100 HP, variable morale/courage/loyalty/aim, and roles such as frontliner, suppressor, or flanker. They pursue the player, flank or retreat based on role/health/morale, use line-of-sight checks around structures, and fire inaccurate hitscan shots at intervals when within about 32 units. Enemy tracers should be red/pink. Player shots can hit enemies or structures; head hits deal approximately 2.6x damage, leg hits deal reduced damage and lower morale, and chest hits deal normal damage. Downed enemies remain down for about 18 seconds and can bleed out; show an objective message naming the downed faction. Implement destructible structures. Weak wall panels have 45 HP, larger buildings have roughly 90 plus a height-based amount, barrels have 35 HP, and player fire damages them. E should raycast only a short distance (about 3.2 units) in front of the player and apply heavy breach damage. When a structure is substantially damaged, show a visible crack mark; when destroyed, hide/remove it from interaction, spawn several temporary rubble blocks, increase heat, and update the objective to “Wall breached — new route opened. Heat rising.” Breaching should visibly open routes through the city rather than merely changing a number. Allow recruitment and revival with R. If the player is close to a downed enemy, convert that survivor into a Crew companion at 70 HP and make them follow the player, engage nearby active enemies, and potentially revive the player. Companions have loyalty and can themselves be downed; R near a downed companion revives them at 60 HP. A companion can revive a dead/downed player if nearby and loyal enough, restoring the player to 45 HP. If the player reaches zero HP, freeze the game state as a downed/game-over condition and show “You are down. A companion can revive you — or press R to restart the scene.” Pressing R with no revival target after game over reloads/restarts the scene. Create a fixed responsive HUD over the 3D view. At upper left, show a bordered monospace brand panel reading “THE SHATTERED GRID.” Show HP and HEAT meters with bright green-to-yellow HP and yellow-to-red heat gradients. Show a district status panel reading “Docklands: Heat [number] · Crew [count] · Enemies [active count].” At lower left, show a dark mission panel with a pink/red accent border, heading “SEASON ONE PLAYABLE SLICE,” objective text initially “Survive the dock shootout. Shoot weak walls, down enemies, recruit survivors.” and the controls hint “WASD move · Mouse aim · Click/Space shoot · E breach · R recruit/revive · M map.” At lower right, show a dark weapon panel with cyan accent, “CARBINE,” ammo such as “30 / 90,” and recoil status. Put a glowing plus crosshair at screen center. The M key or MAP touch button opens a large centered dark translucent “CITY CONTROL OVERLAY v1.0.” Fill it with a 3-by-3 grid of faction/status zones: Downtown Core—Santoro—ice blue contracts; Nightlife Strip—Moretti—neon influence; Old City—Carbone—weakening respect; Industrial—DeLuca—fear control; Financial Belt—Romano—paper violence; Docklands—CONTESTED—live war zone; Eastside—Street Gangs—unstable youth; Highway—Cartels—supply route; Void Edge—Los Fantasmas—unknown cells. Give cells faction-specific dark colors and a small legend for Santoro, Moretti, Carbone, DeLuca, and Police Heat. Pause player movement/AI while the map is open, but continue rendering the scene and updating HUD effects. Use an art direction of dark navy-black backgrounds, charcoal streets, sparse fog, cool cyan UI, hot pink/red danger accents, translucent black panels, square borders, Rajdhani-like condensed display typography and Share Tech Mono-like monospace labels. Ensure the desktop view is first-person with pointer lock while the responsive mobile layout visibly matches the supplied screenshot: HUD across the top, large start prompt near center, joystick lower left, four rectangular action buttons lower right, mission card along the bottom, and weapon card at lower right. Include restrained impact and shot audio loaded/played only after user interaction, while keeping the game playable if external character/prop assets fail by using simple geometric fallbacks.