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Arcade › Storm Drop
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Remix Storm Drop 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-playable 3D third-person battle-royale mini-game called “Storm Drop” using Three.js-style rendering. The game takes place on a bright stylized low-poly island: a large circular green arena about 120m in radius with a raised darker edge, scattered gray rocks and simple pine trees, fog, blue sky, and chunky geometric buildings grouped into four named points of interest: Dusty Depot in the southwest, Lake Village in the northwest/east-side area, Pine Plaza toward the south, and Ridge Outpost toward the southeast. Give each POI a subtle circular marker and use varied block buildings with colored walls and dark roofs. Add a dark outer arena ring and a glowing purple storm ring that shrinks through radii 108, 84, 60, 40, 26, and 14 meters. The match starts in a drop phase aboard a moving blue bus with a light-blue balloon, traveling across the island at roughly 52m altitude. The camera during the drop follows behind and above the player/bus. Initially show a centered dark translucent title card reading “Storm Drop” and “Full battle royale mode — press Space to jump from the bus.” The bus moves across the arena; pressing Space jumps the player. After jumping, let WASD steer the descending/gliding player, with the player falling toward the ground. If the player does not jump near the end of the bus route, automatically make them jump. On landing, switch to combat and show a brief “Landed — Loot fast — combat is live” message. Use a simple stylized player avatar: a blue capsule-like body, a skin-colored spherical head, and a small dark gun. Use 19 enemy bots (20 combatants total including the player) represented by colorful capsule characters. Spawn them around the island. Bots should move toward the player when far away, strafe when close, move toward the center when outside the storm, and shoot when within about 28m with line of sight. Bots have 100 health and 30 shield. They may occasionally place cover walls. The player wins when every bot is eliminated; on defeat show a centered “Defeat” message with placement and “Press Enter to drop again,” and on victory show “Victory Royale-ish,” the player’s eliminations, and “Press Enter to run it again.” Combat is an over-the-shoulder third-person shooter. The camera follows with smooth lag, normally about 11m behind and 7.5m above the player with a shoulder offset, and looks ahead in the aim direction. Mouse position controls aim; smoothly rotate the avatar toward the mouse/aim direction rather than snapping. Movement is relative to the aim/camera direction. WASD moves, Shift sprints at 1.45x speed, and Space performs a short dodge hop after landing with a cooldown. Left click fires a simple hitscan-like traveling glowing bullet projectile in the aim direction, consuming one round every 0.15 seconds; player bullets travel faster than enemy bullets and deal 22 damage, while enemy bullets deal 10 damage. Include a small yellow muzzle flash and colored hit bursts. Press R to reload a 24-round magazine from a 96-round reserve, taking about 1.1 seconds; automatically begin reloading if the player tries to fire with an empty magazine. Right mouse button enables aim-down-sights: pull the camera in to about 5.5m, lower its height and shoulder offset, tighten the field of view from about 60 to 42 degrees, reduce movement speed, and make the crosshair smaller. Scatter floating, slowly bobbing and rotating loot around the island: 20 ammo pickups, 16 material stacks, 12 shield pickups, 10 medkits, and 12 chests, placed randomly away from the very center and arena edge. Use clear colors and chunky shapes: yellow ammo, brown material boxes, cyan shield pickups, red medkits, and gold chests. Press E near a pickup (within about 4m) to collect it. Ammo adds 24 reserve rounds; materials add 20; shield adds 25 up to 100; medkits add 35 health up to 100. Chests grant mixed loot: 18–35 reserve ammo, 15–34 materials, 15 shield, and sometimes 20 health. Start the player at 100 health, 50 shield, 24/96 ammo, and 40 materials. Implement building with Q during combat. If the player has at least 10 materials and is not on cooldown, place a temporary wooden wall about 4m in front of the player, oriented to face the aim direction. Each wall costs 10 materials, has 90 health, blocks line of sight and projectiles, and lasts 18 seconds unless destroyed. Projectiles damage walls. Bots can also occasionally create walls. Keep the arena boundary enforced so player and bots cannot leave the circular island. The storm begins at 108m radius. After an initial combat timer of about 24 seconds, shrink to each successive storm radius with about 18 seconds between stages, smoothly animating the visible purple ring. Remaining outside the ring damages the player at 7.5 health per second and bots at 8.5 health per second. Update the alive count as bots die and keep a short event feed with messages such as the initial full-match briefing, hot-zone briefing, jump/landing notices, reload, loot gains, POI entry, storm closures, eliminations, and victory/defeat. Use a clean dark translucent HUD over the 3D view. In the top-left place rounded panels labeled HEALTH, SHIELD, AMMO, MATS, ALIVE, and STORM. Display values like 100, 50, “24 / 96,” 40, the remaining combatant count, and either drop-bus progress or storm radius/countdown. Show the current location/POI through the event feed, including “Drop Bus,” each named POI, its outskirts, or “Open Field.” Put the event feed at lower left with teal accent bars. Put a large circular white crosshair at screen center with horizontal and vertical bars; shrink it in ADS. Put a lower-right control reminder: “Space jump bus · WASD move/glide · Mouse aim · Click shoot · Right click ADS · Q build · E loot/chest · Shift sprint · R reload · Enter restart.” Include P to pause. Use subdued dark navy translucent panels with thin borders and rounded corners, clean sans-serif typography, and bright color-coded world objects. Add simple synthesized shooting, pickup, reload, and building sounds if audio is available, but keep the game playable without audio.