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Stormfront

  • 3d
  • third-person-shooter
  • arena
  • survival
  • action
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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. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stormfront yet. Play it, then tell Albert Brownlee what you would add next.

Make your own game

Stormfront was built by Albert Brownlee 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 Stormfront 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 Stormfront

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 third-person 3D arena shooter called “Stormfront.” Use Three.js with a dark navy background and atmospheric fog, a perspective camera, soft shadows, and bright cool/warm lighting. The playable arena is a circular low-poly battle island: a dark teal outer cylinder about 17 units radius, with a slightly smaller lighter teal inner floor about 14.5 units radius. Around the inner floor place a vivid purple glowing circular safe-zone ring and a translucent purple storm band extending toward the island edge. The storm ring must steadily shrink over time from radius 13.8 to a minimum of 6.2; display storm percentage as radius divided by 13.8, starting at 100%. A player outside the current ring continuously loses 6 HP per second. After 15 seconds change the center status from “DROP ZONE LIVE” to “STORM CLOSING.” At zero HP show “ELIMINATED” and a visible “REDEPLOY” button that resets the game.

Use a low-poly Kenney-style sci-fi/mini-character visual style. Load a female mini-character GLB for the player, scale it to 1.25, place it initially near (0, 0.98, 7), and have the avatar idle when stationary and walk while moving. Surround the arena with scattered low-poly evergreen trees, rocks, and wooden crates: trees at roughly (-10,0,-7), (10,0,-9), (-12,0,3), (11,0,4), (-6,0,-13), (5,0,-14); rocks around (-4,0,2), (5,0,1), (-8,0,10), (8,0,10), and (0,0,-9); crates around (-2,0,3), (-1,0,3), (7,0,-3), (7,0,-2), and (-8,0,-1). Cast and receive shadows on the models.

Spawn four identical bot mini-characters around the player on a loose circle, using positions based on angles i/4*2π+0.5 and radius 8+i*0.7. Bots have 60 HP, approach the player at approximately 1.05+i*0.12 units/sec whenever farther than 3.2 units, face their movement direction, and use walking animation. When within 3.2 units, use a two-handed shooting/attack animation and occasionally damage the player for 2 HP (low random attack chance, about 0.12 per second). Defeated bots disappear, and the ELIMS counter increments.

Movement uses third-person controls with WASD/arrow keys and a drag-to-look camera, with movement speed about 5.4 and a camera distance around 5.8. Keep the player grounded at y=0.98; jumping is not actually enabled even though the help text may mention Space. The camera should clearly show the avatar from behind, the broad circular arena, the purple boundary, bots, and props. Add a centered white circular crosshair. Implement simple target lock: choose the nearest best-aligned living bot within 24 units and at least 0.35 forward alignment relative to the camera. When locked, show yellow “LOCKED” text near the top center and a pulsing yellow torus marker above that bot.

Shooting is activated by Space on desktop or by pressing/holding a large circular orange FIRE button on touch devices. Each shot creates a brief bright yellow cylindrical blaster beam from the player chest toward the locked target; with no target, fire straight along the camera’s forward direction for 24 units. A hit deals 34 damage, so a bot normally takes two shots to defeat. Briefly show “HIT +34,” then return to “DROP ZONE LIVE”; on defeat show “BOT DOWN” briefly. Holding FIRE should repeatedly shoot at roughly 7 shots per second. Include a restart/reset behavior: restore HP to 100, eliminations to 0, storm to 100%, reset the four bots to their original positions and HP, return the player near its start position, clear game-over state, and hide the redeploy button.

Build the HUD as a fixed full-screen overlay with translucent dark glass panels, thin pale-blue borders, rounded corners, and white sans-serif typography. Top-left panel: cyan spaced “STORMFRONT” title and subtitle “Survive the storm. Outsmart the bots.” Top-right panel: “HP 100,” “ELIMS 0,” and “STORM 100%,” with the values larger and bold. Center-top status text should read “DROP ZONE LIVE,” with “STORM CLOSING,” “HIT +34,” “BOT DOWN,” and “ELIMINATED” as game states. Bottom-left help panel should say “WASD / arrows to move · drag to look · Space to jump · hold FIRE to blast.” Bottom-right should contain a large orange gradient circular FIRE button with white border and bold label, plus the hidden-until-defeat REDEPLOY button. Keep the scene responsive and touch-friendly, with a very dark navy page background and no scrolling.

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