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Wasteland Front

  • 3d
  • first-person-shooter
  • team-shooter
  • control
  • desert
  • low-poly
  • arcade
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. everettjlacy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wasteland Front yet. Play it, then tell everettjlacy what you would add next.

Make your own game

Wasteland Front was built by everettjlacy 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 Wasteland Front 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 Wasteland Front

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 team control shooter titled “Wasteland Front.” It is a local simulated PvP match against AI bots, not online multiplayer. Use a first-person perspective with a 76-degree perspective camera, pointer-lock mouse look on desktop, and touch look on mobile. The player is on the blue team and fights red raider bots in a compact square desert arena enclosed by low concrete boundary walls. The visual style is simple low-poly/procedural 3D: a sun-blasted orange-tan wasteland under a warm dusty sky with atmospheric fog, strong directional sunlight, soft shadows, sparse terrain variation, a cracked darker road strip, rectangular concrete and rust-colored cover blocks, cylindrical basalt-like rocks, market shade tarps (blue and red), and a black dead-zone sign with Arabic text and “DEAD ZONE 7.” Keep the warm orange, brown, teal-blue, rust, and dark charcoal palette visible in the reference screenshot.

Build a 150-by-150 playable arena with collision against the perimeter and cover. Place three glowing circular control zones, each marked by a ring on the ground and a short pole: A at the blue-side/left area around (-46,-30), B near the center around (2,5), and C at the red-side/right area around (46,32). The player spawns with the blue squad near the south-west side; blue bots spawn nearby, while four red raider bots spawn on the opposite north-east side. Blue bots and red bots should be simple low-poly humanoid figures: colored capsule-like bodies, dark spherical heads, and small dark guns. Bots seek nearby enemies, move toward control objectives, use line-of-sight around cover, shoot automatically when enemies are within range, and respawn after being killed.

The core loop is: deploy, navigate through cover, capture and hold A/B/C, fight the opposing bots, and make the first team to reach 25 points win. Standing in a zone contributes capture progress for that team; contested zones do not progress. A zone changes from neutral to blue or red after its progress reaches that side, and owned zones continuously add score over time. Kills also add one point to the killer’s team. Give the player 100 health and 50 armor; damage reduces armor and health, death displays a “You were downed” respawn screen, and respawn occurs after 3 seconds at a random team spawn. End the match at 25 or more for either team and show Victory or Defeat with final score and the player’s K/D; provide a “Run it back” restart button.

Implement two weapons. Slot 1 is the Kestrel Rifle with 30 rounds per magazine, 120 reserve rounds, 24 damage, one projectile/raycast per shot, moderate spread, 120 range, rapid 92 ms fire interval, 1.45-second reload, and slight recoil. Slot 2 is the Breaker Shotgun with 8 rounds per magazine, 40 reserve rounds, seven pellets per shot, 12 damage per pellet, wider spread, 42 range, 520 ms fire interval, 1.9-second reload, and stronger recoil. Use raycast shooting with cover blocking shots, short-lived colored tracer lines, and a hitmarker when the player hits an enemy. Enemies shoot with simple raycast behavior as well. Prevent shooting while reloading, automatically begin reload on an empty magazine, and support manual reload.

Desktop controls: WASD or arrow keys move, Shift sprints, mouse movement aims through pointer lock, left click fires (hold for automatic rifle fire), R reloads, and 1/2 select the rifle or shotgun. Escape pauses. Mobile controls: a virtual left joystick moves, dragging the right side looks, and large FIRE, RELOAD, and SWAP buttons provide shooting and weapon controls. Start with a full-screen dark translucent deployment card explaining the objective and controls and a prominent Deploy button.

Create a HUD matching the clean tactical overlay shown: a translucent top-center bar showing blue “YOU” score on the left, “CONTROL: hold the glowing zones” in the middle, and red “RAIDERS” score on the right; a simple white center crosshair; a brief yellow hitmarker; a red damage vignette when hurt; a compact dark minimap in the upper-right with A/B/C circles, blue and red bot markers, and a white player direction triangle; a lower-left status panel showing HP, ARMOR, AMMO, and current weapon/reloading state; bottom-center circular A/B/C objective indicators colored blue, red, or pale neutral; and a left-side kill/capture feed on desktop. On mobile, adapt the HUD and show the virtual joystick and touch buttons. Use responsive CSS with dark translucent rounded panels, warm gold highlights, blue team accents, and red raider accents.

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