Skip to content

Arcade › Strike Yard

Strike Yard

  • 3d
  • fps
  • military
  • arcade
  • browser
  • shooter
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Strike Yard yet. Play it, then tell Zafar Ahmad Hashmi what you would add next.

Make your own game

Strike Yard was built by Zafar Ahmad Hashmi 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 Strike Yard 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 Strike Yard

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 3D first-person shooter titled “Strike Yard.” Use Three.js or an equivalent real-time 3D engine and make it a playable game, not a mockup. The camera is a 72-degree perspective FPS camera with a mouse-controlled view, positioned at the player’s eye level; the player is an Object3D starting near the south end of the arena at approximately (0, 1.1, 25), looking toward the training yard. Use WASD to move, mouse to aim, left click to fire, Shift to sprint, and Space to jump. Also support mobile play with an on-screen movement stick and drag-look as indicated in the help text.

The setting is a compact military training/live-fire yard at dusk or in overcast blue-gray light. Use a dark blue-gray sky/background (#111a20) with atmospheric fog beginning around 28 units and fading by roughly 105 units. The ground is a large flat 90x90 muted gray-green concrete/training surface, with thin pale yard stripes running along the length at regular x intervals. Surround the space with simple low-poly urban training structures: large rectangular cover walls at the north and south ends, side walls at the left and right edges, several waist-high rectangular cover blocks distributed around the center, taller cover towers toward the corners, and many narrow dark barrier blocks arranged in rows. Materials should be matte, desaturated gray, olive-gray, and charcoal with rough surfaces. Use soft shadows, a warm directional sun from the upper-left/front, cool blue fill light, hemisphere lighting, tone mapping, and fog for a cinematic but minimal military-shooter look.

Place six enemy soldiers in the yard, initially at approximately (-11,-13), (10,-15), (-13,12), (13,14), (0,-18), and (0,17) on the ground plane. Use a low-poly animated male soldier character model or an equivalent humanoid military target, with shadows enabled; enemies face/turn toward the player and idle when not moving. Give each enemy 100 HP and make them visible threats in the HUD. Enemy AI continuously tracks the player: if farther than 8 units, move toward the player slowly at about 0.65 units/second; rotate to face the player. When within 22 units, enemies periodically fire, with an approximately 42% chance per shot to damage the player for 6 armor/health. Their firing timers should be staggered at startup. The player has 100 armor/health. On reaching zero, stop gameplay and show “MISSION FAILED — REFRESH TO REDEPLOY.”

Implement hitscan shooting from the center of the camera using a raycast. Shooting has a 0.18-second cooldown. A living enemy hit takes 50 damage, so it requires two hits; on the first hit show the temporary center-screen message “HIT,” and on the killing hit hide/remove that enemy, add 100 score, and show “TARGET DOWN.” Draw a very brief glowing warm-yellow tracer line from the camera toward the hit point or far into the scene. If the player is hit, briefly show “TAKING FIRE.” The objective is to clear all six threats; the score starts at 0 and increases by 100 per eliminated enemy. Keep enemies dead once defeated and update the threat count.

Create a clean fixed HUD over the 3D view. At top-left show a dark translucent rounded rectangular panel reading “STRIKE YARD // LIVE FIRE,” with “LIVE FIRE” in orange. At top-right show a matching panel aligned right with three stacked readouts: “SCORE 0,” “THREATS 6,” and “ARMOR 100,” updating live as the game changes. Put a bright pale-blue glowing plus-shaped crosshair exactly at screen center. Put temporary combat messages near the lower center, uppercase with letter spacing and a subtle dark text shadow. At the bottom center show small semi-transparent control instructions: “WASD move · mouse aim · click fire · shift sprint · space jump” and beneath it “Mobile: use the on-screen stick and drag-look.”

Before gameplay, show a full-screen deployment overlay with a very dark blue-black radial-gradient background. Center a compact card with a dark translucent fill, thin blue-gray border, subtle shadow, the title “STRIKE YARD” in large spaced uppercase lettering, descriptive copy such as “Clear the training yard. A compact browser FPS slice inspired by modern military shooters — original assets, original arena.” and an orange uppercase “DEPLOY” button. Clicking Deploy (or pressing Enter before the game starts) hides the overlay, starts controls and enemy AI, and requests pointer lock where available. Use a restrained, polished UI: Arial/Helvetica-like sans-serif type, uppercase labels, thin borders, orange action accent, and no unnecessary menus or invented mechanics.

More free browser games

Browse the whole Arcade →