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Urban Drop

  • 3d
  • fps
  • shooter
  • urban
  • arcade
  • survival
  • building
0
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Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by luisda isi, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Urban Drop was built by luisda isi 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 Urban 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 Urban 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.

Rebuild a playable first-person 3D browser game titled “URBAN DROP,” with the subtitle “vertical combat district.” Use a Three.js-style FPS camera with pointer lock, a muted stylized urban city, and a full-screen canvas. The scene has a pale blue-gray sky, fog extending into the distance, soft atmospheric lighting, shadows, and a grid-like city district made of dark asphalt roads crossing through gray concrete and reddish brick rectangular buildings. Buildings vary in footprint and height, have repeated blue glass windows with light frames, rooftop trim/cornices, and vertical pipes. Scatter small wooden crates around the streets and lots. Keep the player at ground level in the middle of the city, with collision against the ground, buildings, crates, and placed structures.

The player is an invisible first-person avatar controlled with WASD, with SHIFT sprint, SPACE jump, and CTRL crouch. Mouse movement looks around; left click fires, R reloads, and number keys 1–5 switch weapons. On touch devices, show circular on-screen jump and fire buttons. The center of the view has a simple white four-line crosshair that briefly gains a white hit ring when a shot damages an enemy.

Populate the district with 10 hostile purple futuristic humanoid enemies, each represented by a glowing purple capsule-like body and a bright cyan visor. Spawn them around the player at roughly 30–72 units away. They wander and periodically change direction, approach/track the player when within about 38 units, and inflict small close-range damage when within about 19 units. Enemies have 100 health plus a 25-point shield; shooting them with hitscan raycasts reduces health and shield, and killing one makes it disappear, increments eliminations, and adds 100 score. Use visible muzzle-flash particles when firing. There is no enemy projectile system shown; their attack is proximity-based.

Provide five hitscan weapons with separate magazines, reserves, fire rates, damage, spread, ranges, and reload delays: PULSAR-9 pistol (12 magazine/72 reserve, 22 damage, .28-second rate, 90 range), VANTA-45 submachine gun (28/112, 12 damage, .09-second rate, 75 range), BRUMA-12 shotgun (6/36, 14 damage per pellet, 8 pellets, .8-second rate, 42 range, wide spread), ARC-6 rifle (24/96, 28 damage, .16-second rate, 130 range), and LUMEN-77 precision weapon (5/25, 75 damage, 1.1-second rate, 220 range, very narrow spread). Holding the mouse/touch fire button repeatedly fires according to the selected weapon’s rate; shooting is disabled while building or reloading. Empty magazines automatically trigger reload. Show the selected weapon and current ammo/reserve in the HUD, and show five inventory slots labeled 1 PISTOLA, 2 SUBFUSIL, 3 ESCOPETA, 4 RIFLE, and 5 PRECISIÓN.

Scatter 22 floating, glowing octahedral pickups throughout the city. Three pickup types are represented by cyan, blue, or orange glowing objects: one cycles the player to the next weapon and fills that weapon’s magazine, one restores 25 shield up to 100, and one restores 30 health up to 100. Pickups vanish when collected at close range and briefly display “OBJETO RECOGIDO.”

Implement a simple construction mode toggled with B. Display the message “CONSTRUCCIÓN: 1 PARED · 2 PISO · 3 RAMPA · 4 TECHO”; number keys 1–4 choose a translucent cyan build preview. Left click places the selected structure about four units in front of the player if it is inside the district bounds. The four build shapes are a vertical wall, flat floor, slanted ramp, and elevated roof; placed pieces are solid colliders. Show a red translucent preview when placement is outside the allowed area. B returns to combat mode and displays “MODO COMBATE.”

Use a shrinking safe zone centered on the district: start with radius 72 and shrink over time to a minimum radius of 18. If the player is outside it, continuously damage health/shield and change the top HUD label from “ZONA ESTABLE” to “ZONA: DAÑO.” The player starts with 100 health and 50 shield. Damage consumes shield first, then health; at zero health end the game and show a centered modal reading “ELIMINADO,” with score, eliminations, and survival time, plus a “REINTENTAR” button that reloads/restarts the game.

Create a polished Spanish HUD over the canvas. At top left, use a dark translucent blue glass panel with cyan “URBAN DROP” and the zone status. At top right show “ENEMIGOS [count]” and a mm:ss timer. Bottom left show labeled Vida and Escudo bars with red health and blue shield fills and numeric values. Bottom right show the selected weapon name, large cyan current ammo, reserve ammo, and weapon type. Bottom center show the five weapon slots, highlighting the active slot with a cyan border/glow. Put transient messages near the lower center. Start on a dark glass modal menu with the large title “URBAN DROP,” subtitle “VERTICAL COMBAT DISTRICT,” a gradient “JUGAR” button, and Spanish keyboard instructions. The visual style should be clean, futuristic, low-poly/stylized urban combat with dark navy translucent panels, cyan neon accents, red damage/health accents, purple enemies, fog, and no extra game systems beyond those described.

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