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Voidline Arena

  • 3d
  • fps
  • arena
  • team-deathmatch
  • sci-fi
  • bots
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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. Olivier Trudel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Voidline Arena yet. Play it, then tell Olivier Trudel what you would add next.

Make your own game

Voidline Arena was built by Olivier Trudel 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 Voidline Arena 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 Voidline Arena

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 first-person 3D team deathmatch game titled "Voidline Arena". Use a dark, futuristic derelict orbital weapons-deck setting rendered in Three.js-style real-time 3D: deep navy/black background and fog, cool cyan/blue lighting from the left, red accent lighting from the enemy side, hard-edged sci-fi geometry, metallic materials, glowing emissive team colors, shadows, and a faint cyan grid on the floor.

Camera and arena: Use an FPS camera with mouse look, starting around eye height at the blue team base. Build a rectangular enclosed arena approximately 42 units wide by 32 units deep, with a floor, tall perimeter walls, and cover. Put a blue base structure toward the southwest/near-left end at about (-15, 0, 10), and a red base toward the northeast/far-right end at about (15, 0, -10). Add two raised rectangular central cover blocks, one on the left and one on the right around the center, plus smaller cover blocks toward the north and south center lanes. The floor should have evenly spaced glowing cyan grid lines. Include a few industrial space-kit-like decorative props: an intersection/corridor prop near the blue/northwest side, a wide corridor prop on the red/southeast side, and a turret prop near the blue side. Keep the overall view and UI readable against the nearly black environment.

Gameplay goal: This is a small-team arena combat match. The player is on BLUE and must defeat red bots; the first team to reach 20 frags wins. Start the player at the blue base, with five AI combatants total: three red enemies and two blue allies. Red enemies are bright red/pink glowing capsule-like humanoid bots with bright visors; blue allies are cyan/blue glowing capsule-like bots with pale cyan visors. Place the red bots around the red half of the arena and blue bots around the blue half. Bots should move toward the player when not close, face their target, and red bots periodically fire at the player when within roughly 28 units. Red bot shots are red tracer beams and can damage the player; occasional hits reduce player health, and when health reaches zero, reset health and respawn the player at the blue start while awarding a red frag. Red bots have 100 health, respawn after about 1.8 seconds, and red kills increment the red score.

Player controls and shooting: Provide WASD movement, mouse look, left click to fire, number keys 1/2/3 to select weapons, Shift sprint, and Space jump. Also support touch/mobile controls with a FIRE button and a SWAP button. Use a centered cyan glowing plus crosshair. The player starts with an infinite-ammo pistol. Shooting is a hitscan ray from the camera center with a visible colored tracer. The pistol does 20 damage, fires every 280 ms, has 42-unit range, and uses pale cyan tracer color. The assault rifle does 11 damage, fires every 95 ms, has 48-unit range, and uses mint-green tracers. The rocket launcher does 65 damage, fires every 750 ms, has 38-unit range, and uses orange tracers. Only red bots are valid player shooting targets. Flash a bot white briefly when hit; on lethal damage hide it, award a blue frag, update the score/feed, and respawn it after about 1.8 seconds at a randomized position on its team side.

Weapon pickups: Place three glowing circular floor pickups: an assault rifle at approximately (-4, 0.35, -8), a rocket launcher at (4, 0.35, 8), and a pistol at (0, 0.35, 0). Give each an emissive color matching its weapon and a weapon model hovering above/near the glowing base. Rotate pickup bases continuously. When the player comes within about 1.7 units, automatically equip that weapon. The pistol, assault rifle, and rocket launcher can also be selected directly with keys 1, 2, and 3; the mobile SWAP button cycles pistol to assault rifle to rocket launcher and back.

HUD and menus: Add a fixed HUD over the 3D view. At the top center show a dark translucent panel with a thin blue border and cyan glow, displaying the score as "BLUE 0 — 0 RED" and the subtitle "VOIDLINE // TEAM DEATHMATCH". Show a cyan glowing crosshair in the center. At bottom left show a dark translucent bordered weapon panel reading "WEAPON: PISTOL" (with the current weapon name emphasized in cyan) and an infinity ammo indicator. Show a small right-aligned kill/event feed near the upper-right that keeps recent messages such as weapon switches, "BLUE fragged redBot_1", "RED fragged BLUE", and the initial "DROP IN — FRAG THE RED TEAM". At bottom center show the control hint: "WASD move · mouse look · click fire · 1/2/3 switch · shift sprint · space jump". On small screens, show a circular FIRE button at lower right and a smaller rounded SWAP button just to its left; hide these touch buttons on desktop-sized screens.

Opening flow: Before the match, cover the scene with a dark translucent overlay and centered sci-fi panel. Display the title "VOIDLINE ARENA", the description "Small-team arena combat in a derelict orbital weapons deck. Grab the rifle or rocket launcher, flank the red bots, and reach 20 frags.", and a blue "DROP IN" button. Clicking it starts/resets the match, hides the overlay, resets scores and health, respawns the player and all bots, and adds the drop-in event to the feed. When either team reaches 20, stop active gameplay and show the overlay again with either "BLUE TEAM WINS" or "RED TEAM WINS", the final score, and a "REMATCH" button that resets everything. Style all UI in a clean bold futuristic sans-serif treatment: navy translucent panels, thin cyan/blue borders, cyan text and glows, and a bright blue rectangular start button.

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