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Warzone Time

  • 3d
  • first-person-shooter
  • military
  • arena
  • action
  • mobile-friendly
0
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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. Teresa Shaw built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Warzone Time yet. Play it, then tell Teresa Shaw what you would add next.

Make your own game

Warzone Time was built by Teresa Shaw 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 Warzone Time 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 Warzone Time

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 playable Three.js first-person modern military shooter prototype titled “Warzone Time,” with no build step and a serious, grounded presentation. The player spawns at the southern end of a dusty checkpoint battlefield and looks through a 76-degree first-person camera with a compact dark assault-rifle viewmodel visible in the lower-right: boxy receiver, stock, handguard, sight, magazine, grip, muzzle flash, recoil, weapon bob, and a tighter 58-degree field of view while aiming down sights. Use a muted steel, sand, concrete, smoke, asphalt, and gray-blue palette, realistic-ish directional shadows, light haze/fog, and darker glass HUD panels.

Build a large bounded urban combat map on a 180-by-180 ground plane. Put a dark asphalt north-south road through the center and a wide east-west intersection around z=-8, with repeated pale yellow center-line markings. Surround it with four blocky concrete warehouse/buildings: two toward the northwest/northeast and two farther south/east-west, with dark metal roof caps and horizontal dark window strips. Fill the lanes with rows of waist-high concrete barriers, sandbag cover behind them, scattered brown crates, sidewalks/road-edge concrete pieces, and four elevated metal-legged tower positions with concrete boxes on top near the map corners. Solid buildings, barriers, sandbags, and crates must block movement and hits; constrain entities to the roughly -76..76 map bounds.

Simulate a team firefight with AI squads rather than online multiplayer. The blue player fights on the blue team alongside four blue allied bots, while six red enemy bots spawn in the northern half; maintain roughly four allies and up to eight hostiles by respawning replacements after deaths. Render bots as simple readable low-poly soldiers: colored rectangular torso (blue allies or muted reddish-brown enemies), dark hips, skin-colored spherical head, black half-dome helmet, and a small rifle. Enemies and allies seek the nearest opposing target, approach to about 18–20 units, strafe left/right, change direction, and fire inaccurate short bursts at ranges up to about 44 units. Use hitscan rifle shots with brief glowing tracers and impact sparks; red enemies deal 12 damage per hit, allies deal 9, and the player’s rifle deals 34. Include line-of-sight collision against map solids, muzzle flashes, hit sparks, a temporary white hit marker on successful blue-team hits, recoil, muzzle flash, and a red damage vignette when hurt.

The player has 100 HP, a 30-round magazine plus 120 reserve rounds, 0.095-second automatic fire cooldown, 1.45-second reload, and starts with a rifle loaded to 30. Left click or F fires continuously/semiautomatically as held, R reloads, right click aims down sights, Shift sprints only while moving forward and not aiming/crouching, and C or Ctrl toggles crouch. Walking speed is 8.8, sprint speed 13.8, crouch speed 4.6; crouching lowers the camera eye height from 1.68 to 1.25 and changes weapon placement. Movement uses WASD or arrow keys relative to view yaw, with mouse movement controlling yaw and pitch; clamp pitch to approximately -1.05 to 0.55 radians. Add subtle head bob and weapon sway while moving, and reduce bullet spread while ADS.

Make the objective and match rules explicit through the HUD: a top row of rounded dark translucent stat pills showing “HP 100,” ammo such as “30 / 120” or “RELOAD,” “KILLS 0,” “HOSTILES 6,” and a countdown starting at “03:00.” Center a compact banner reading “WARZONE TIME — MODERN COMBAT PROTOTYPE,” plus a small four-segment white crosshair and a temporary X hit marker. Show a bottom hint panel that says on desktop “WASD move · Mouse look · Click fire · Right click ADS · Shift sprint · C crouch,” updating for other input modes. Add a full-screen red radial damage vignette. The match ends in victory when the 180-second timer expires or the player reaches 15 kills, and ends in defeat when HP reaches zero. Show a centered dark game-over card with either “Match Won” and “Objective secured.” or “You Were Eliminated” and “Squad wiped.”, followed by kills, score, and “Press Enter to redeploy.” Award 100 score for player kills and 25 for allied kills, and track player kills separately.

Support mobile touch controls with a left virtual movement stick, right virtual look stick, and edge-grouped controls that remain visible over the scene: ADS and R buttons at upper-right, and RUN, C, and a larger red FIRE button at lower-right. Use pointer events for sticks and buttons, allow FIRE/ADS/RUN to be held where appropriate, and update the hint to “Left stick move · Right stick look · FIRE shoot · ADS aim · RUN sprint · C crouch.” Also support gamepads: left stick move, right stick look, right trigger or south button fire, left trigger/left shoulder ADS, shoulder/stick press sprint, X/West reload, and B/Circle/East crouch. Include pause toggling with P. Keep the game continuously rendered with responsive resize handling and expose state accessors equivalent to getGameState/setGameState for player position, health, ammo, kills, ADS/crouch, camera angles, score, timer, pause/game-over state, and live ally/enemy positions and health.

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