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Create a third-person 3D battle-royale-style survival game titled “Skyfall Island,” using a simple low-poly aesthetic. The game takes place on a circular grassy island floating/sitting in a large blue water cylinder, under a bright sky-blue background with matching distance fog. The island is a flat green cylinder roughly 100 units across, with a lower, wider water disk around it. Scatter approximately 26 stylized low-poly trees around the island (brown faceted trunks and green conical foliage), 15 gray faceted rocks, and three simple buildings: boxy tan/orange structures with flat reddish-brown roofs and small red doors. Use basic colored, untextured geometry and soft directional/hemisphere lighting. The player is represented by a small blue capsule-shaped humanoid, viewed with an over-the-shoulder third-person camera. Start the player near the edge of the island at approximately (0,0,28). The camera follows smoothly from behind and above, looking toward the player’s upper body; mouse/touch look controls rotate yaw and pitch. Keep the crosshair as a white plus at the center of the screen. Make the core loop: drop in, loot/gather, fight other survivors, build, and survive four shrinking storm phases. Start with 16 alive total: one player and 15 AI bots. Bots are capsule-shaped humanoids colored red, with some gold variants. Give each bot 100 HP and randomly either 0 or 30 shield. Bots wander around the island when far away, but when within 28 units of the player they face the player and periodically attack with a chance to deal 7 damage. Damage shield first, then health. Bots outside the storm radius take damage over time and are removed when their HP reaches zero. When the player eliminates a bot, decrement ALIVE and increment eliminations. End in victory when ALIVE reaches 1; end in defeat when player health reaches zero. Show an end overlay with “VICTORY ROYALE” or “YOU PLACED #N,” plus eliminations and remaining materials, and a PLAY AGAIN button. Implement player movement at 10 units/second with WASD or arrow keys, including forward/back/strafe relative to camera yaw. Clamp the player to the island bounds, allow jumping with Space at vertical velocity 8 and gravity around 22, and keep the player grounded at y=0. On mobile provide a virtual joystick for movement, a right-side drag region for looking, FIRE, reload, and JUMP buttons. Desktop uses mouse movement while the right mouse button is held for looking and left click to fire. Prevent the browser context menu. Give the player four switchable weapons, selectable with keys 1–4 or the HUD buttons: RANGER (common, 30-round magazine, 90 reserve, 180 ms fire interval, 18 damage, low spread), SMG (uncommon, 35 magazine, 120 reserve, 90 ms interval, 10 damage, wider spread), BURST (epic, 20 magazine, 60 reserve, 340 ms interval, 28 damage), and BOOM (legendary, 5 magazine, 20 reserve, 700 ms interval, 70 damage). Start with the Ranger and 30/90 ammo. Fire raycasts from the player toward the camera-facing aim direction; apply damage to a bot’s shield before HP, show a brief red hit animation on the center crosshair, and play simple synthesized beeps for firing/reloading/hits where possible. Automatically reload if firing with an empty magazine; manual reload is R or the reload control, taking about 650 ms and transferring ammo from reserve up to the current weapon’s magazine capacity. Switching weapons should preserve the current ammo value but clamp it to the selected weapon’s magazine and refill to a full magazine if it would otherwise be zero. Add simple building resources and construction. The player has WOOD/materials, initially 0, which passively increases randomly over time up to 100. Each build costs 10 wood. Build in front of the player, oriented according to yaw, using keyboard Z for WALL, X for FLOOR, and C for RAMP, or on-screen buttons. A wall is a thin 3x3 reddish-brown rectangular box, a floor is a thin 3x3 tan/orange box at ground level, and a ramp is a 3x3x2 orange box tilted about -0.45 radians. Do not add an inventory system beyond the displayed wood count. Create a storm ring represented visually by a translucent blue circular disk/ring centered on the island. Start at storm phase 1 of 4 with a 90-second timer and radius 55. When the timer expires, advance through phases with durations 75, 60, 45, then 30 seconds and shrink the radius to 38, 22, 10, and finally 7. The player outside the current radius loses 5 health per second and the STORM HUD label should visually change color while outside. Bots outside the radius lose 4 HP per second. Use a top HUD showing ALIVE 16 (updated as bots die), STORM 1/4 through 4/4, and a countdown timer. At the bottom show green health and blue shield bars, ammo such as 30/90, the weapon name and rarity, and WOOD count. Show four weapon buttons labeled R, S, C, B with rarity-colored outlines and a highlighted active weapon. Show WALL, FLOOR, and RAMP construction buttons near the lower-right. Include a start menu overlay with the title SKYFALL ISLAND, the subtitle “Drop in. Loot. Build. Survive the storm.”, a prominent orange DROP IN button, and small desktop/mobile control instructions. Use responsive UI: on narrow screens position the joystick bottom-left, look area on the right, and circular FIRE, reload, and JUMP controls around the lower-right while retaining the HUD and build controls.