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Wake Protocol

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  • 3d
  • third-person
  • survival
  • shooter
  • exploration
  • low-poly
  • post-apocalyptic

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Make your own game

Wake Protocol 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 Wake Protocol 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 Wake Protocol

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 third-person 3D exploration/shooter game titled "Wake Protocol". Use a dark, stylized low-poly/toon survival-facility aesthetic with a nearly black brown-green atmosphere, warm/green environmental lighting, soft shadows, fog, and a small circular reticle centered on screen. The camera should follow the player from behind at about 5 units away, with mouse look and a visible simple humanoid player: pale mint/gray capsule-like torso and head. The player starts inside Facility 9 at position near the rear of a narrow laboratory room, with movement by WASD or arrow keys, mouse camera look, Space to jump, Shift to jog, E to interact, and left click to fire. Also allow F to fire when the pistol has been acquired.

Build the environment as a connected facility interior opening northward into a ruined outdoor wasteland. The main facility is a roughly 28-by-22 enclosed room with dark green walls, floor, and an exit opening in the north wall. Inside is a smaller lab/room formed by side walls and a rear wall with a broken-open doorway/exit. Include three tall green chemical vats near the back, with translucent glowing green liquid and one smashed-glass detail, plus a metal shelf with posts and crates. Put a metal table near the front/right holding a stylized pistol and a strange phone. Place a dead technician/soldier body nearby. The player begins unarmed, with health 100, ammo 0, food 0, and an empty inventory.

The initial objective HUD text is: "Objective: get your bearings. The room is full of bad decisions." The top-left HUD is a translucent dark panel with a thin green border and green terminal-like title text "WAKE PROTOCOL // FACILITY 9", followed by the objective and a compact status row showing HP, AMMO, FOOD, and INVENTORY. Show a centered circular reticle, contextual interaction prompt near the bottom center, temporary toast messages near the upper-middle of the screen, and a bottom-right control legend reading "WASD / arrows move · mouse look · Space jump" and "E interact · Click fire · Shift jog".

Implement these exact nearby interactions. The dead body is labeled "Loot the dead body" and, if it has not been looted, gives 6 bullets and 1 food, with a humorous message about a suspiciously warm snack. The shelf is labeled "Search the shelf" and, if the shared initial loot flag has not been used, gives 3 bullets and 2 food, with a humorous beans warning. The pistol on the table is labeled "Take the pistol"; taking it puts a pistol in inventory, ensures ammo is at least 3, changes the stage to armed, and displays a humorous recoil message. The phone is labeled "Take the strange phone" and adds "strange phone" to inventory with a message: "The phone whispers: 'Congratulations, meat unit.'" Display [E] plus the relevant label only when the player is within interaction range.

After the pistol is acquired, the armed objective should read: "Objective: leave the room before the room leaves you." When the armed player walks through the northern exit past z=-5, spawn one stylized low-poly hallway marauder/enemy at approximately (0,0,-8), facing back toward the room, and change the stage to outside. Display a warning that the marauder appears and looks underqualified. The enemy can be defeated by firing while it is within 9 units: each shot consumes one bullet, shows a humorous BANG/recoil message, and a successful close shot makes the enemy fall/rotate onto its side and removes it as an active threat. If there is no pistol or no ammo, clicking/F should instead show an appropriate humorous message; firing without a pistol must not work.

Beyond the facility, create a long ruined wasteland slice extending north along a narrow brown road. Use a broad dusty ground plane, a 5-unit-wide road, scattered low-poly rocks, metal road barriers, a trash barrier, a broken street light, a road blocker, two dead trees, an overturned container, a wrecked car, an open trash container, and debris piles. Place the three searchable ruin locations at these approximate positions: an overturned container around (9,-23), a wrecked car around (-8,-34), and an open trash container around (7,-42). Once outside, the objective should say "Objective: search the ruined containers and wrecks." until all three have been searched; afterward say "Objective: you found the supplies. Now find somewhere less haunted." Each ruin cache can be searched once and randomly rolls weighted loot rarity: COMMON 60%, UNCOMMON 28%, RARE 10%, LEGENDARY 2%. Show the rarity in the toast with rarity colors (common pale gray-green, uncommon cyan, rare purple, legendary gold). Common, uncommon, rare, and legendary results respectively should provide increasingly generous ammunition/food and, for rare or legendary results, a health boost, with these exact tables:
- Overturned container: common 2 ammo/1 food; uncommon 5 ammo/2 food; rare 9 ammo/3 food plus 8 health; legendary 16 ammo/5 food plus 20 health.
- Wrecked car: common 1 ammo/2 food; uncommon 4 ammo/3 food; rare 8 ammo/4 food plus 10 health; legendary 14 ammo/6 food plus 25 health.
- Open trash container: common 2 ammo/0 food; uncommon 6 ammo/1 food; rare 12 ammo/2 food plus 5 health; legendary 20 ammo/4 food plus 15 health.
Cap health at 100. Use the humorous item descriptions reflected by these rewards, including old snacks, suspicious lunches, first-aid kits, miracle wrappers, a gold-plated can opener, and the raccoon's apparent loyalty.

Keep the implementation focused on the mechanics visible here: exploration, proximity interaction, inventory/status tracking, randomized scavenging, jumping, and simple pistol firing. There is no need to invent extra weapons, enemies, crafting, dialogue trees, or complex combat systems. Preserve the sparse, moody presentation: the world should be mostly dark with green facility accents and a minimal green terminal-style HUD, while the outdoor props and road gradually disappear into fog.

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