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Arcade › Zona Cero

Zona Cero

  • 3d
  • third-person-shooter
  • arena
  • mobile
  • arcade
  • low-poly
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. Agustín Ramirez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Zona Cero yet. Play it, then tell Agustín Ramirez what you would add next.

Make your own game

Zona Cero was built by Agustín Ramirez 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 Zona Cero 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 Zona Cero

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.

Recreate "Zona Cero" as a portrait-oriented, mobile-friendly third-person 3D arena shooter using Three.js or an equivalent WebGL engine. The camera follows a player character from behind and slightly above: keep the player near the center of view, with a perspective camera around 60 degrees field of view positioned roughly 7 units behind the player and 5.6 units high, looking at the player’s upper body. Use a large flat square grassy arena (about 80 by 80 world units) with a green ground, light blue sky/background, soft fog fading into the same blue at distance, hemisphere lighting, and a warm directional sun with shadows.

At the beginning of each match, place the blue-tinted blocky humanoid player at (0, 0, 8), and five red-tinted blocky humanoid robot enemies around a circle of radius 12 centered on the arena. Use simple animated low-poly/blocky character models; characters should cast and receive shadows. Scatter seven stylized pine trees around the outer arena and arrange 18 small square cover obstacles in a broad ring: each is a roughly 2x2x2 box placed at radii 13, 16, or similar, with alternating brown and muted blue-gray colors. Add a thin orange/yellow circular danger ring around radius 22 on the ground. The ring visually contracts over the match from about radius 22 toward a minimum radius 8, but it does not itself damage the player.

The core objective is to eliminate all five bots before the player dies. The player has 100 health and a kill counter. Enemies have 100 health each; a player shot does 50 damage, so each bot takes two successful shots. Shooting is a short-range directional attack: use the player’s current facing/aim direction, allow a shot to damage living bots within 12 units whose direction from the player is sufficiently aligned with the aim (dot-product threshold about 0.72), and enforce a 0.28-second firing cooldown. The player can move at about 7 units per second and is clamped to the square arena bounds from -20 to 20 on both axes. Living bots pursue the player when farther than 5 units, moving toward them at about 1.5 units per second, and rotate to face the player. Bots periodically attack with roughly 0.8–1.6 second intervals; when the player is within 16 units there is about a 65% chance of an attack that reduces player health by 8. Also support a simple projectile simulation for enemy shots if desired, but preserve the visible gameplay rules and damage behavior: health reaches zero, the player becomes eliminated, and the match ends. Do not add extra weapons, pickups, levels, inventory, or mechanics.

Controls must work on desktop and mobile. Support WASD and arrow keys for movement, and Space to fire. On touch screens, show a large translucent circular virtual joystick at the lower left labeled "MOVER"; dragging it moves relative to the camera/player orientation. Show a large red circular fire button at the lower right labeled "FUEGO"; tapping it fires. A right-side touch drag should also rotate the aim/camera and fire once on touch start. Keep the camera yaw responsive to right-side dragging. At the top, make a canvas-style HUD in Spanish over the 3D view: a dark translucent rectangular header inset about 20 pixels from the edges, with bold white title "ZONA CERO"; beneath it show "Vida" and a horizontal health bar, green while above 35 health and red at or below 35; show "Bots restantes: 5" initially and decrease it as bots are defeated; and show "Bajas: 0" initially and increment it for each kill. Include a dark top-right button labeled "↻ Reiniciar" that resets the player, all five bots, health, kills, timer, and match state.

When all bots are dead, stop gameplay and display a dark translucent full-screen overlay with large yellow "¡GANASTE!" and the instruction "Toca Reiniciar para volver a la arena". If the player’s health reaches zero, display the same overlay with large red "ELIMINADO" and the same restart instruction. The restart control must work from the HUD. Render the HUD as a fixed screen-space overlay above the 3D scene, preserving the clean portrait composition: pale blue background, dark blue-gray header, simple white typography, green health bar, translucent blue-gray movement pad, and coral-red fire button. Keep the visual style minimal, colorful, low-poly, and arcade-like, matching a game that is primarily seen on a 720x1280 portrait layout but scales to the viewport.

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