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Territory Zero

  • 3d
  • third-person
  • open-world
  • action
  • shooter
  • missions
  • low-poly
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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. daineris Gamboa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Territory Zero yet. Play it, then tell daineris Gamboa what you would add next.

Make your own game

Territory Zero was built by daineris Gamboa 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 Territory Zero 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 Territory Zero

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 “Territory Zero” as a browser-based 3D third-person open-world action game using Three.js. Show a square grassy wilderness roughly 70 by 70 world units, bounded by movement limits around +/-35, under a bright blue sky with matching distant fog. Use soft shadows, warm directional sunlight, subtle ambient hemisphere light, and an indie low-poly aesthetic. The terrain is a large flat green plane. Put two broad dark-gray roads crossing at the center, one horizontal and one vertical, each about 5 units wide, with thin yellow edge strips on the horizontal road. Scatter five simple low-poly houses around the area: box-shaped colored walls, pyramid/cone roofs, a brown door and pale blue windows. Add approximately 20 stylized trees made from short brown cylindrical trunks and green faceted spherical canopies, plus about 15 small gray rocks. Include a simple gray gas-station/shop building near (-20,-18). Place a small red low-poly car near (4,-4), made from a red rectangular body, translucent/dark cabin, and four black wheels. Place a glowing red weapon pickup near (-18,8), visually composed of a small dark gun and hovering red glow.

The player starts at the center of the map as a small Kenney Mini-Characters-style male character, with idle, walk, and run animations, viewed from a smooth over-the-shoulder third-person camera. The camera follows behind the player and looks toward the character, interpolating smoothly; it is closer and slightly higher when idle/walking and pulls back somewhat while sprinting. Use WASD or arrow keys to move, with normal walking at half speed and Shift to run. Acceleration and friction should make movement smooth, and the character should face its movement direction. Keep a white four-line crosshair fixed at screen center. Clicking fires only after the weapon has been collected, consumes one of 30 rounds, and launches a fast glowing green projectile in the player’s facing direction; do not allow shooting in the car.

Implement the five sequential missions exactly as an objective chain. Mission 1 is an exploration objective: travel to the blue glowing pillar/orb marker at (15,12), completing it within roughly 3 units. Mission 2 is to collect the weapon at (-18,8), using E when within roughly 2 units. Mission 3 requires eliminating three bandits. Mission 4 requires entering the red car with E when close and driving it to the gas station/shop target around (-25,-15); while driving, WASD/arrow keys control acceleration, reverse, and steering, and R exits the car. Mission 5 requires defeating the gang boss at the enemy camp. Show a blue emissive cylinder with an orb above it at mission destinations, remove it on completion, pay mission rewards of $50, 
00,
00,
50, and $500 respectively, and automatically advance to the next mission after a short delay. After all five, display a celebratory completion notification and leave the mission panel in an open-world state. Spawn five low-poly bandits: three near (25,20), (28,22), and (22,25), and two near (-22,20) and (-25,18). Each is a simple colored block body, pale head, and small gun, with 30 HP. Spawn one larger boss near (30,-25), with dark body armor, brown head, gray helmet, gun, 100 HP, and a visible red health bar floating above it. Enemies idle and make occasional small random movements until the player comes within their aggro radius; then they chase the player and shoot glowing red projectiles from within attack range. Normal enemies have about 12-unit aggro range and shoot about every 1.8 seconds; the boss has about 18-unit aggro range and shoots about every 1 second. Enemy projectiles damage the player by 8 on hit. Player bullets damage enemies by 20, so normal enemies take two hits and the boss takes five. Remove defeated enemies and award
0 per normal bandit or
00 for the boss; count relevant kills toward the active elimination mission. The player has 100 maximum HP. On damage, update the health bar; at zero show a full-screen dark translucent GAME OVER overlay with a red arcade-style heading, Portuguese death subtitle, and a “TENTAR NOVAMENTE” button. Restarting resets the player, money, weapon, ammunition, car, and mission sequence. The player begins without a weapon and with zero ammo; collecting the pickup sets weapon ownership and adds 30 ammo. E should also enter the car when nearby, and display a contextual interaction prompt for either entering the car or picking up the gun. While in the car, hide the player model, move and rotate the red car, follow it with the camera, and show a driving-specific control hint; R places the character just beside the car and restores walking controls. Create a clean fixed HUD over the 3D scene: top-left a dark translucent rounded mission panel with a blue left accent, clipboard icon, uppercase “MISSAO ATUAL” title, current Portuguese objective description, and orange progress text for kill missions; top-right a dark translucent money panel with gold coin icon and dollar amount; bottom-left an “HP” label above a 200px rounded health bar using a red-to-green gradient; bottom-right a circular dark weapon icon showing a knife before pickup and a gun after pickup, with a red active border, plus an ammo count above it only when armed. Keep the center crosshair, contextual E interaction box near the bottom center, and a bottom-center controls hint describing WASD, E, click, and Shift (switching to WASD and R while driving). Use Portuguese mission and notification text similar to: “Va ate o ponto marcado no mapa para reconhecer o territorio”, “Pegue a arma escondida perto da arvore marcada”, “Derrote 3 bandidos que aterrorizam a regiao”, “Entre no carro e dirija ate o posto de gasolina”, and “Derrote o chefe da gangue no acampamento inimigo”. Show centered dark notification cards for new missions, pickups, damage, kills, rewards, entering/exiting the car, and final completion. Use responsive full-screen canvas styling and disable scrolling/touch zoom.

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