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Storm Drop

  • 3d
  • battle-royale
  • third-person-shooter
  • survival
  • sci-fi
  • arcade
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. bella bets built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Storm Drop yet. Play it, then tell bella bets what you would add next.

Make your own game

Storm Drop was built by bella bets 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 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.

Read the build brief for Storm Drop

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 third-person 3D battle-royale survival shooter called “Storm Drop.” Use an original stylized sci-fi outdoor battlefield, not copied branding or assets. The camera follows behind and above the player, with a normal chase distance on foot and a wider, higher chase view while riding a hover bike. The player is a compact armored humanoid with a dark body, cyan glowing chest/visor accents, backpack, rifle, and visible shadow. Build the world as a large roughly circular arena on procedural rolling green terrain, with a cinematic gradient sky (deep blue overhead fading to pale near the horizon), light fog, a moving layer of soft clouds, animated grass, conical trees, scattered rocks, a circular lagoon/water pool, crates, lamps with glowing bulbs, and four named compound areas: Ridge Base, Lagoon Camp, South Yard, and Radio Hill. Each compound should have several simple stylized box buildings with colored trim/neon window strips, dark roofs, doors, a paved circular yard, glowing landing-pad ring, crates, and lamps. Include two futuristic hover bikes placed around the arena, made from a colorful metallic hull, dark seat/fins, cyan jet and anti-gravity ring; they bob slightly above the ground when unused.

The match begins with a large dark translucent intro overlay titled “Storm Drop,” explanatory text describing dropping into an arena, surviving bots, dodging the shrinking storm, grabbing loot, and being last standing, plus pill-like hints for “WASD MOVE,” “MOUSE AIM,” “TAP FIRE / HEAL / RUN,” and “BEAT 8 BOTS,” and a prominent blue “Deploy” button. Also show a compact top HUD behind/around the overlay with HEALTH, SHIELD, AMMO / PLAYERS, a storm countdown, and meters. Clicking Deploy or pressing Enter starts a short dropship intro: show a chunky metallic sci-fi dropship with broad wings and cyan engine glows flying across the sky toward a randomly selected named hot-drop compound. After about 4.2 seconds, place the player near that compound, hide the ship, and start the playable match. Display messages/feed entries such as the selected hot drop and “Duo deployed into [compound].”

The goal is to eliminate ten enemy bots and remain alive; the player begins with 100 health, 50 shield, a 30-round magazine, 180 reserve rounds, and 2 medkits. Display the top HUD continuously: health and shield numeric values with horizontal fill bars, ammo as magazine plus reserve and remaining players, and storm radius in meters plus kills. Start with 11 players remaining (player plus ten bots), and decrement the count as bots are eliminated. Show a small kill/event feed at the side and temporary center messages for reloading, damage, loot, deployment, storm warnings, and eliminations. If the player wins, show a dark result overlay titled “Victory Royale” with squad kills, ammo, medkits, and bike status; if killed, show “You were eliminated” with the same result information and a Play again button. Enter or the restart button resets the match.

Implement movement relative to the player’s yaw: WASD or arrow keys move, Shift sprints, Space jumps, and mouse look works after clicking/locking the canvas. Also support Q/C keyboard turning and T/G looking up/down. On mobile, provide a left movement pad, a right drag-to-look panel, and action buttons for fire, heal, run, and jump. Holding the mouse button or Ctrl/J fires. The player fires visible small glowing projectile spheres in the aim direction, with a short fire cooldown; each hit deals 26 damage. R starts a reload, which fills the magazine from reserve after a short delay. F or the Heal button consumes one medkit and restores 45 health, up to 100. E mounts a nearby hover bike or dismounts the current one; riding increases movement speed from 13 to 28, gives a wider camera, prevents jumping, and visibly places the armored rider over the bike. Nearby-bike UI should prompt “Press E to ride [bike name].”

Use shield-first damage: incoming damage drains shield before health. Place 22 floating, slowly bobbing and rotating pickups around compounds and the field, with glowing colored visuals: gold box ammo pickups add 24 reserve rounds, cyan octahedral shield pickups add 30 shield up to 100, and green octahedral medkits add one medkit. Defeated bots have a high chance of dropping one of those items near their death location. Add small glowing impact sparks when projectiles fire or hit and brief hit flashes on damaged characters.

Create ten visually distinct but similarly armored enemy bots, each named Bot-1 through Bot-10 and differentiated by colored body/helmet glow. Spawn them around compounds and the wider arena. Their AI should wander with changing directions when far away, chase either the player or the AI wingman when close or outside the storm, strafe while approaching, turn toward their movement/target, and fire red/pink glowing projectiles at the player within roughly 34 units. Enemy projectiles travel visibly and deal roughly 9–14 damage on impact. The player and wingman’s projectiles are warm white/yellow; ally projectiles can be slightly green-tinted. Include a friendly AI wingman with dark armor and bright green chest/visor accent who follows behind and to one side of the player, bobs subtly, automatically finds nearby enemies and shoots them at short intervals. The wingman’s shots deal 18 damage. The wingman is not a separate player-controlled character, but should be visible during gameplay and support the duo fantasy.

Implement a storm/safe-zone system. Begin with a roughly 124-meter radius safe zone and a visible faint blue circular floor, pulsing ring, and translucent vertical cylindrical wall. Show “Storm closes in [seconds]” during an initial 28-second countdown. Then shrink the zone smoothly over 72 seconds toward a 42-meter radius, changing HUD text to “Storm shrinking — [radius]m safe zone” and adding a storm warning to the feed. Any player or bot outside the current radius takes continuous damage (about 6.2 per second for the player and 4.8 per second for bots), so the final objective is to survive both enemies and the closing storm. The environment should subtly animate: water shimmer, grass sway, hover-bike bob, cloud drift, sunlight movement, storm ring pulsing, and fog becoming slightly denser as the radius closes.

Use a high-contrast stylized Three.js-like presentation: simple low-poly geometry, physically lit materials, soft shadows, cyan/green/pink/gold neon accents, metallic armor and vehicles, dark HUD panels, rounded pill labels, and a blue gradient deploy button. Keep the battlefield readable from the chase camera and make the storm boundary visually obvious. Include a state model/API equivalent to getGameState exposing started, gameOver, victory, stormRadius, playersRemaining, hotDropName, dropIntro, player stats and coordinates, wingman status, living enemies, active pickups, vehicles/mounted state, and cutscene name/progress; and a setGameState-style patch API for live adjustment of player and match values.

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