Skip to content

Arcade › Sunset Siegeyard

Sunset Siegeyard

  • 3d
  • first-person-shooter
  • arena
  • sci-fi
  • neon
  • action
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. CARTER HAHN built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunset Siegeyard yet. Play it, then tell CARTER HAHN what you would add next.

Make your own game

Sunset Siegeyard was built by CARTER HAHN 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 Sunset Siegeyard 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 Sunset Siegeyard

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 3D first-person arena shooter titled "Voidstrike Arena" using Three.js. The camera is an FPS perspective camera (75-degree field of view) attached to an invisible player target, with mouse look and WASD/arrow movement; support jumping with Space and the touch controls indicated by the HUD (touch joystick, drag look, and FIRE button). Build a square enclosed sci-fi arena: a 36-by-36 dark blue-gray metallic floor, four enclosing walls at the north, south, east, and west edges, and nine 2-by-2-by-2 dark cover blocks arranged in a 3-by-3 grid at x=-11,0,11 and z=-10,0,10. Use a very dark navy background and fog, cool cyan ambient/directional lighting, shadows, and a cyan point-light glow in the arena. Add four glowing cyan jump pads near the corners at (-15,-14), (-15,14), (15,-14), and (15,14), each a flat 3-by-3 pad; when the player is over one, propel the player upward. Add three purple glowing torus weapon-pad markers at world positions (-8,-6), (8,6), and (0,0). Place the player at (0,1.2,12).

Spawn six hostile red/pink hovering-looking drone enemies (simple capsule-shaped bodies with emissive red accents and a small bright eye) initially at (-13,-13), (13,-13), (-13,3), (13,3), (-4,-14), and (4,-14). They continuously pursue the player across the arena at 1.25 units/second, rotate to face the player, and damage the player by contact/proximity when within 2.2 units at 2.5 health per second. Each drone starts with 100 HP; shooting a drone reduces HP, and killing one awards 100 score, hides it for 3 seconds, then respawns it at a random position roughly 7-13 units from the origin on a random quadrant. Give killed/struck drones a brief scale-up hit reaction.

Implement two weapons. The default SIDEARM is cyan/blue, does 22 damage per shot, has a 0.22-second cooldown, and infinite ammo. Two floating, rotating, collectible PLASMA CANNON models should spawn at (-8,-6) and (8,6), using a blaster-style 3D model or a visually similar pickup. Picking one up within 1.7 units changes the current weapon to PLASMA CANNON, colored magenta/pink, dealing 65 damage per shot with a 0.65-second cooldown and 24 ammo as defined by the game logic (the HUD displays the weapon name; do not add unimplemented ammo behavior). Fire using the center-screen raycast/crosshair: left mouse click fires and requests pointer lock, holding the mouse button repeatedly fires subject to cooldown, Space also fires according to the code, and the mobile FIRE button supports press-and-hold shooting. Raycast only active drones and damage the first hit.

Show a fixed dark futuristic HUD over the game. At top-left, display pill-shaped panels reading SCORE 0, the current weapon (initially SIDEARM), and HP 100; update score and health live. Place a small cyan glowing crosshair at screen center made of vertical and horizontal lines. At upper-right show the help text: "WASD / arrows move · mouse look · click fire · Space jump" and "Touch: joystick + drag look + FIRE". At lower center show the initial message "DROP IN — ELIMINATE THE DRONES"; change it to "POWER WEAPON ACQUIRED" briefly after pickup, then "ELIMINATE THE DRONES". Health cannot go below zero. When health reaches zero, stop gameplay and show "SYSTEM DOWN — PRESS R OR RESTART" plus a centered bottom "RESTART ARENA" button; R while game over or the button resets score, health, weapon, enemies, and player position. Style everything with dark navy/black backgrounds, cyan neon glow, blue-gray metal, magenta weapon pads, and red/pink enemies. Use responsive rendering and hide the mobile FIRE button on screens at least 800px wide.

More free browser games

Browse the whole Arcade →