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Arcade › Urban Frontline
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Nobody has said anything about Urban Frontline yet. Play it, then tell the creator what you would add next.
Urban Frontline was built 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 Frontline 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.
Create a browser-based Three.js first-person shooter called "Urban Frontline." Make it a playable single-level urban avenue target range, using a first-person camera with a centered white plus-shaped crosshair. The scene should have a muted blue-gray sky/background with matching distance fog, an atmospheric but clean stylized low-poly city look, soft shadows, and bright daylight from a warm directional sun plus cool fill/rim lighting. World and camera: Start the player at the near end of a very broad straight avenue, facing down the road into the city. Use a perspective FPS camera (roughly 72-degree field of view) at eye height around 1.7 units. The avenue should extend far into the distance along the negative Z axis, with dark charcoal asphalt, two wide pale gray sidewalks at both sides, and a narrow raised pale-gray central median. Add repeated thin cream lane markings on either side of the median and repeated cream crosswalk bars across the avenue at intervals. Surround the road with a restrained skyline of blocky buildings: tall rectangular towers and lower foreground blocks in varied slate gray, blue-gray, brown-gray, and dark materials, with simple horizontal blue glass window bands. Include a couple of traffic-light props at an intersection, one on each side facing opposite directions, and two abandoned sedan props parked near the road edges. Use city-kit-style low-poly assets if available, but preserve the simple block-built urban composition if external assets fail to load. Gameplay: The objective is to shoot seven hostile floating beacons distributed down the avenue. Place them in a staggered left/right pattern along the road, beginning around the mid-distance and continuing deeper into the scene. Each beacon is a glowing red-orange faceted orb/core with an emissive red material and a thin bright orange-red torus ring around it. Beacons should hover around chest/head height, rotate continuously on their Y and Z axes, and gently bob vertically. They are the only shootable targets. Aim with the center crosshair and fire a ray from the center of the camera; if it intersects a beacon core, remove that entire beacon, increment the score, and update the HUD. There is no enemy attack, health, ammunition, reload, timer, or weapon switching. When targets remain, show the status "LIVE FIRE ZONE" initially and "TARGET ACQUIRED" after a successful shot; when all seven are destroyed, show "SECTOR CLEAR." Play a short generic impact sound on every shot if audio is available. Player and controls: Implement FPS movement with WASD and arrow keys, mouse/click scene look controls, Shift to sprint, and Space to jump with gravity. The player should move along the street and be able to explore the scene. A visible pistol model should be attached to the lower-right portion of the camera, angled slightly as a first-person weapon. Add a small yellow muzzle flash at the pistol muzzle for about 55 milliseconds on firing and a subtle weapon kick/recoil for about 90 milliseconds. Desktop firing is left-clicking the scene; also provide a touch-friendly on-screen FIRE button that triggers the same raycast and muzzle effects. Prevent the FIRE button from interfering with movement/look input. HUD and presentation: Overlay a fixed HUD without obstructing gameplay. In the upper-left, show a dark translucent rounded rectangular panel with a subtle light border and the exact lines: bold title "URBAN FRONTLINE"; status line; and "Targets: 0 / 7" initially. Update the score numerator as beacons are destroyed while retaining the total of seven. Place a thin white plus crosshair exactly at screen center with a slight glow/shadow. Put a circular red translucent FIRE button in the lower-right, about 76 pixels in diameter, with bold white "FIRE" text and a pressed-state visual. Along the bottom center on desktop, show the hint: "Click the scene to look · WASD / arrows to move · Shift to sprint · Space to jump · Click or FIRE to shoot"; hide this hint on narrow mobile screens. Make the layout responsive and keep the canvas full-screen with no page scrolling.