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Starfire Ground Ops

  • 3d
  • third-person-shooter
  • arena
  • sci-fi
  • action
  • browser-game
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dustin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfire Ground Ops yet. Play it, then tell Dustin what you would add next.

Make your own game

Starfire Ground Ops was built by Dustin 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 Starfire Ground 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.

Read the build brief for Starfire Ground Ops

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-playable 3D third-person arena shooter titled “Starfire Ground Ops.” Use Three.js or an equivalent WebGL engine with a dark sci-fi presentation: a deep blue-black background/fog, cool cyan rim lighting, warm directional key light, shadows, and a low-poly/toon-like military asset style. The playable space is a large flat square combat floor with a subtle gray-blue material and a faint square grid. Scatter static cover props around the arena: several barriers and crates at varied positions, all casting and receiving shadows.

Spawn the player as a stylized low-poly soldier character near the front of the arena, at approximately (0,0,8), viewed from a third-person over-the-shoulder camera. Keep a centered cyan circular crosshair with thin horizontal and vertical guide lines. The camera should follow the player at third-person distance and allow mouse look; movement should be responsive and support WASD and arrow keys. Support Shift sprinting, with the status text changing between READY, MOVE, and RUN depending on whether the player is stationary, moving, or sprinting. Include gravity and jumping behavior if provided by the third-person controller, but do not add extra gameplay systems not described here.

Place five enemy soldier characters deeper in the arena, generally around z=-10 and farther back, split to the left and right, facing toward the player. Tint their uniforms/materials dark red/maroon. They should have idle/shoot-style animation and gently sway side-to-side, but they do not need to fire projectiles. Each enemy has 3 hit points. The player fires bright cyan capsule-shaped blaster bolts from the camera/player aim direction. Fire with Space on keyboard or a prominent FIRE touch button; enforce about a 0.18-second fire cooldown, move bolts quickly forward, and remove them after roughly 1.4 seconds. A bolt hitting an enemy within close collision range removes one hit point; when an enemy reaches zero, remove it and award 100 points. If an enemy gets within close range of the player, end the game and show “MISSION FAILED — refresh to redeploy.”

Build a fixed HUD over the canvas. At the top-left show bold spaced text “STARFIRE // GROUND OPS” (a compact screenshot variant may read “STARFIRE RUN”), and at the top-right show “SCORE 0000,” padding the score to four digits and increasing it by 100 per defeated enemy. At the bottom-left show a rounded translucent dark status pill with cyan border containing the current movement/control hint, initially “WASD move · mouse look · Space fire · Shift sprint.” On touch-sized screens, put five controls at bottom-right: left, right, up, down arrow buttons and a red/maroon FIRE button; hold buttons should control movement and release should stop it. Hide these mobile controls on wide desktop screens. Keep the crosshair centered and the HUD readable in white/cyan against the dark scene. Use a responsive camera and renderer that resize with the browser. Do not add health bars, ammo counts, extra enemy types, collectibles, levels, or other features not present in the described implementation.

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