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Steel Sight

  • 3d
  • first-person-shooter
  • arena
  • sci-fi
  • wave-survival
  • low-poly
0
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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. tcmccormick2015 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Steel Sight yet. Play it, then tell tcmccormick2015 what you would add next.

Make your own game

Steel Sight was built by tcmccormick2015 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 Steel Sight 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 Steel Sight

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 Three.js first-person arena shooter titled “Steel Sight.” The player stands in a square futuristic industrial training yard, viewed through a first-person camera with mouse-look and a centered bright white/cyan crosshair. The arena is a 144-by-144 unit square with a dark blue metallic floor, a faint translucent blue lane overlay, and a luminous cyan-blue square grid. It is enclosed by four dark metal perimeter walls, with a very dark navy sky, exponential fog, and many small stars overhead. Around the outer edge are industrial columns with glowing rings, scattered dark metal crates, and three-tier bleachers on all four sides populated by many small low-poly spectators in colored robes; the spectators subtly sway. Keep the visual style low-poly, dark sci-fi, blue-black, with readable emissive cyan and colored accents rather than realistic detail.

The player begins at approximately (0, 1.7, 18), with 100 health, facing into the arena. Implement simple gravity, jumping, arena-boundary clamping, and movement relative to the view: WASD or arrow keys move forward/back/left/right in screen directions, Shift sprints, and Space jumps. Clicking the Play overlay requests pointer lock; mouse movement controls yaw and pitch, with pitch clamped near straight up/down. Escape releases pointer lock and shows a pause overlay. Left mouse fires, R restarts after death, number keys 1–6 select unlocked weapons, and mouse wheel cycles through unlocked weapons.

Spawn a wave of robots at random points roughly 32–54 units from the player. Wave 1 starts with 6 standard robots (4 + wave*2); when all are destroyed, wait about 1.1 seconds and advance to the next wave. Standard enemies are boxy humanoid robots that continuously move toward the player and attack at close range: silver-blue rectangular torso, dark rectangular head, glowing pink-red horizontal eye bar, cyan beacon, rectangular arms and legs, and a glowing ring around the body. Give each a floating health bar above its head, face it toward the player, and make it bob slightly. Standard robots have health 3 + floor(wave/2), speed around 3.35 plus a wave scaling/random variation, deal 10 contact damage, attack about every 0.8 seconds within about 2.1 units, and award 100 score when destroyed. On every third wave, also spawn one larger boss at the outer edge. The boss is a scaled-up purple/lavender robot with gold eyes, violet beacon, gold glowing body ring and an extra gold crown-like ring above its head; it has a wider gold health bar, health 18 + wave*3, slower movement around 2.6 plus scaling, 20 contact damage, attack range about 3.2, roughly 1.1-second attack cooldown, and awards 900 score. Make enemies visibly readable against the dark arena.

Implement six weapons, initially only the Pulse Rifle unlocked. Weapon 1 Pulse Rifle is a balanced single ray shot: damage 1, one pellet, low spread, 0.18 second cooldown, pale blue energy color. Weapon 2 Burst Carbine is a fast three-round burst: damage 1 per ray, 0.08 second initial cooldown with shots spaced about 0.06 seconds, yellow color. Weapon 3 Scatter Shot fires seven spread pellets, damage 0.8 each, 0.5 second cooldown, orange color. Weapon 4 Rail Lance fires one accurate high-damage ray, damage 4, 0.8 second cooldown, lavender color. Weapon 5 Volt Repeater fires a rapid single stream, damage 0.7, 0.05 second cooldown, mint-green color. Weapon 6 Nova Launcher fires a pink energy round, damage 2.4, 0.9 second cooldown, and causes a roughly 5.5-unit radius explosion with distance falloff that damages nearby robots. Use raycasting from the camera through enemy meshes; show small colored spherical impact effects on hits or misses, larger energy effects for explosions, and a brief white muzzle flash. A simple dark sci-fi gun model with a glowing weapon-colored strip should be visible at the lower-right of the first-person view and subtly bob; update its glow and muzzle color when changing weapons. Use simple synthesized sci-fi tones for firing, hits, damage, wave transitions, and pickups if audio is available.

Scatter five glowing weapon chests at fixed perimeter/mid-lane locations approximately (-52,-48), (55,-40), (-58,28), (46,52), and (0,-62), each corresponding in order to weapons 2 through 6. Each chest is a dark metal rectangular box with a lid, a bright colored core, vertical translucent beacon, and glowing ring on the floor; it bobs and rotates slightly. Walking within about 2.8 units instantly opens the chest, unlocks its weapon, changes the lid angle, creates a colored pickup burst, and updates the selected weapon. Do not invent ammo or reload mechanics; weapons are cooldown-based.

Add a clear HUD over the rendered view. At the top center, place a translucent dark rounded panel showing Health (numeric value and a horizontal gradient health bar), Score, Wave, and Robots remaining. Place a lower-left translucent weapon panel showing the current weapon name in its accent color, its descriptive text, the six weapon slots with unlocked/locked state, and a hint about unopened chests or the boss. Place a top-right translucent Minimap panel with a square canvas showing arena bounds and center axes: the player is a cyan dot with a facing line, normal robots are pink/red dots, bosses are purple dots, and unopened weapon chests are gold dots. Keep the large circular cyan/white crosshair at screen center. On initial load show a centered dark translucent “Steel Sight” message with “Robot units incoming,” control instructions, and a Play button. On pointer unlock show a Paused message. On health reaching zero stop gameplay, release pointer lock, and show “System Failure,” final score, reached wave, and restart instructions. Ensure the HUD is responsive and uses crisp sci-fi typography, cyan borders/glows, and dark translucent panels matching the screenshot’s minimal neon industrial appearance.

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