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Arcade › Strikefront Dustline
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Remix Strikefront Dustline 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.
Rebuild a playable browser-based first-person shooter slice titled “Strikefront Dustline.” Use a Three.js-style 3D FPS presentation with a perspective camera, mouse-look, pointer lock, WASD movement, Shift sprint, Space jump, left click to fire, R to reload, B to open/close the buy phase, and number keys 1/2/3 to select knife, machinegun, and grenade. Include touch controls on coarse-pointer devices: FIRE, JUMP, and R buttons. The setting is a compact enclosed tactical concrete yard, viewed from eye level in first person. Make the world dark blue-gray with fog and a restrained cinematic tone. The ground is a 48 by 48 concrete yard with a subtly noisy/procedural gray-blue floor texture. Surround it with low perimeter walls: long walls on the north and south edges and side walls on the east and west edges, all roughly 4 units tall. Add scattered waist-high gray cover barriers: horizontal barricades near the back-left and front-right, a central block, and two side blocks. Add ten small square crates arranged in two rows, using alternating yellow-painted and dark metal materials. Put thin cyan glowing lane markers down the center at intervals. Mark two flat objective-like floor zones, one red at the rear-left and one blue at the rear-right. Use soft shadows, a warm directional sun from above/front, cool ambient hemisphere lighting, ACES-like tone mapping, and atmospheric fog that obscures the far edges. Populate the arena with four stylized low-detail enemy agents. Each should be a simple humanoid made from a colored capsule torso, a sphere head with skin color, and a small dark visor/weapon-like bar near the face. Enemies wear red bodies and start at approximately (-11,-10), (11,10), (-12,3), and (12,-3) in world X/Z coordinates. They do not need elaborate animation: when the player comes within about 18 units they turn to face the player and occasionally inflict 4 HP damage, with no visible enemy projectile. The round is won when all hostiles are eliminated. The player starts near the south side of the yard at (0,1,13). Render a first-person weapon model attached to the camera, loading a machinegun, knife, and grenade model. The default weapon is MACHINEGUN. The machinegun has 30 rounds in its magazine and 90 reserve ammunition, fires via a centered camera raycast with about 0.105 seconds between shots, reduces ammo by one, and removes an enemy when the ray intersects that enemy’s body/head. R reloads up to a 30-round magazine from reserve. The knife can be selected but need not have a functional attack. Selecting grenade equips the grenade model; pressing G launches a small glowing green/cyan sphere forward with a simple arcing/upward motion and a sound, but it does not damage enemies in the existing slice. Preserve that behavior rather than inventing an explosion or area damage. Include simple synthesized original weapon/equip/reload/hit sounds, not recognizable copied game audio. Build the HUD as translucent dark navy panels with thin pale-cyan borders, rounded corners, blur/shadow, and a clean condensed sci-fi sans-serif look. Top-left panel reads “DUSTLINE // ROUND 01,” shows “100 HP • 30 / 90,” and a status line initially reading “BUY PHASE.” Top-right panel reads “CURRENT WEAPON,” shows the current weapon in cyan (initially “MACHINEGUN”), and the hint “B buy · 1 knife · 2 gun · 3 grenade.” Put a small glowing white/cyan crosshair at screen center. Bottom-center show “WASD move · mouse look · click fire · R reload · Shift sprint · Space jump” in a small translucent panel; hide this desktop hint on touch devices. On first load, show a full-screen dark blue radial-gradient overlay/menu over the dimmed arena. Center a bordered translucent card with the label “ORIGINAL TACTICAL FPS,” a large two-line title “STRIKEFRONT” and cyan “DUSTLINE,” descriptive copy about an original tactical arena with its own map, weapons, grenades, stylized agents, procedural textures, shadows, and original sounds, and a bright cyan button labeled “НАЧАТЬ РАУНД.” Add a secondary button “МЕНЮ ПОКУПКИ.” The visual reference uses Russian UI copy while retaining the English title; preserve that mixed-language presentation. Implement a buy overlay as another centered translucent card. Its header reads “BUY PHASE · CASH $800,” title “Выбор снаряжения,” and a three-column equipment grid: Machinegun, described as automatic weapon, price $600; Knife, described as melee, price $0; and Grenade, described as a throw with impulse, price $300. Each has a purchase/select button. Starting cash is $800. Buying the machinegun subtracts $600, buying grenade subtracts $300, and knife is free; selecting equipment closes the buy overlay and can start the round if it was opened from the menu. The regular Play button closes the menu, starts the round, closes buying, and requests pointer lock. While the buy phase is active, movement/combat should be paused. Press B during play to toggle the buy panel. Keep the core state visible and responsive: HP starts at 100 and falls in 4-point increments from nearby enemy AI; ammo/reserve update on firing and reloading; cash updates after purchases; weapon name updates on selection; status changes from “BUY PHASE” to “HOSTILES LEFT: N” during combat and to “ROUND WON · ALL HOSTILES DOWN” when the four enemies have been removed. Use a dark navy #08131d-like background, cool cyan HUD highlights, muted concrete/metal scenery, yellow crates, red/blue floor zones, and bright cyan lane markings. The overall result should feel like an original, minimalist competitive FPS prototype rather than a recreation of a named commercial game, with no extra maps, rounds, inventory systems, or mechanics beyond those described.