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Arcade › SHATTERLINE
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Nobody has said anything about SHATTERLINE yet. Play it, then tell CBV Vittala what you would add next.
SHATTERLINE was built by CBV Vittala 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 SHATTERLINE 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 3D arena shooter titled “SHATTERLINE // TEST RANGE.” Use Three.js or an equivalent real-time 3D engine with a dark navy-black space-like background, light atmospheric fog, strong cyan and violet emissive lighting, and a clean sci-fi HUD. The camera is an FPS camera controlled by mouse-look, with the player represented by an invisible/first-person operator object rather than a visible body. Start the player at approximately (0, 1.05, 4), facing into the arena. The main arena is a large floating fractured platform/shard: a broad dark blue-gray rectangular slab with a thin glowing cyan rim, centered around the player, with additional separated floating slabs at varying heights and depths (one drifting platform to the right/rear that oscillates horizontally and slightly in depth). Scatter many small distant floating shards into the foggy darkness. Add a large glowing cyan circular torus/control-zone marking on the main platform near the center/front. Place low-poly gray-green alien/rock crystal cluster props around the left and right edges of the main arena and on a distant platform. Keep the visual style low-poly, neon sci-fi, sparse, and arcade-like, matching the screenshot: the floor/platform in the foreground is bright cyan-blue from lighting, while the horizon and floating platforms are mostly silhouettes with cyan edge illumination. Core loop: the player fights four continuously respawning capsule-like enemy bots in the arena. Enemies are simple low-poly upright rounded capsules, colored magenta/red for normal bots and violet/purple for elite bots, each with a narrow glowing eye strip. Spawn four enemies at roughly (-4,-4), (4,-7), (7,1), and (-7,2) around the arena; make two normal and two elite. They face and strafe around the player, orbiting laterally while moving, and periodically fire at the player if within about 18 units. Enemy shots are short bright red/pink laser tracers. Normal enemy hits deal 8 HP and elite hits deal 12 HP. Show a red radial damage vignette briefly when hit. The player starts with 100 HP; when HP reaches zero, reset HP to 100, return the player to the starting location, and display “RE-SPLICED // RESPAWN.” There is no permanent game-over screen. Give the player a VX-9 CARRION hitscan laser weapon. Left mouse click fires from the center camera reticle, with a short fire cooldown of about 115 ms, up to 36 units of range, and a 30-round magazine. Show a thin cyan laser tracer from the camera to the hit point or maximum range, play a brief laser shot sound, decrement ammo, and show “EMPTY // press R” when the magazine is empty. Normal bots have 100 health and take 70 damage per hit; elite bots have 100 initial health but take 55 damage per hit, so require multiple shots. On death, an enemy falls/rotates onto its side, awards 25 SLAG, displays “TARGET SHATTERED +25 SLAG,” and respawns at a random nearby arena position after about 1.8 seconds. Spawn a small floating rotating gold-orange coin/token above the defeated bot; walking within about 1.2 units collects it for +10 SLAG and displays “+10 SLAG.” Tokens should rotate and bob subtly. Implement controls exactly as shown in the HUD: WASD movement, Shift sprint, Space jump, C slide, E air-dash, left click fire, R reload, and V toggle skin. Use FPS movement with approximately 6.2 movement speed, jump speed 8.5, gravity -24, and sprint behavior. C should trigger a short slide state (about 0.5 seconds). E should dash about 4.5 units forward based on the camera’s horizontal facing direction, with a 3-second cooldown, and display “AIR-DASH // SHOCKWAVE.” R reloads a partially empty magazine to 30 rounds in about 850 ms, with “RELOADING…” followed by “VX-9 READY.” V toggles the weapon skin label between COMMON and LEGENDARY; update the weapon label and display “SKIN SWAPPED // LEGENDARY” or “SKIN SWAPPED // COMMON.” Legendary shots use magenta/pink tracers instead of cyan; common shots are cyan. HUD must be fixed over the 3D view and must match the visible design: top-left translucent dark rectangular panel with thin cyan border, cyan glowing bold spaced text “SHATTERLINE // TEST RANGE”; top-right matching panel showing “HP 100 · SLAG 0” with HP/SLAG values highlighted in warm yellow and a second line “VX-9 CARRION // COMMON · 30/30” (or the current skin/ammo/reload/dash status). Put a small cyan-white crosshair at exact screen center made from thin vertical and horizontal lines. At bottom center show a compact translucent panel reading “WASD move · Shift sprint · Space jump · C slide · E air-dash · Click fire · R reload · V skin.” At bottom right show “SKIN: COMMON” or “SKIN: LEGENDARY.” Put temporary combat/status messages near the lower left, using cyan/green for positive events and pink/red for warnings. Use translucent glassy navy HUD panels with subtle cyan borders, glow, and blur. Ensure the arena remains visible behind the HUD, with no menus, score screen, or invented extra mechanics.