Zombie FPS
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# LAST CALL AT THE STARLITE — Zombie Wave-Survival FPS Build a **first-person shooter** in which the player holds out against **escalating waves of zombies** until dawn. It must be a single self-contained `.html` file with real-time 3D rendering. **This is not negotiable:** the camera is the player's eyes. The mouse aims, WASD moves, and the player shoots guns from the first second of play. Do not make a third-person, top-down, isometric or side-on game. Do not make melee the main form of combat. --- ## 1. Setting — The Starlite Motor Court, 3:10 a.m. A roadside motel on a two-lane highway in the middle of nowhere, at night, in fog. Something happened here a few hours ago. The power is still on in places and the people are gone, but the place still looks like people were living in it until tonight. The play area is one enclosed, walkable lot. The player can reach every one of these areas: - **The parking lot.** Cracked asphalt with faded parking lines, surrounded by a chain-link fence and dark treeline that zombies climb over or push through. - **The motel row.** A single-storey row of numbered room doors (at least 6). Most are shut. At least one is open far enough to see inside. - **The front office.** A lit window, a front desk, and a board of room keys. - **The diner.** It sits next to the motel and has a counter, stools and booths. - **The drained pool.** The player can drop down into it and climb back out by a ladder or steps. ### Required world details (these will be checked) Each of these must be visible and recognisable in the scene: 1. **The neon STARLITE sign flickers**, and one letter is dead or buzzing on and off. 2. **A station wagon** is parked with its driver's door open, headlights on and throwing light across the lot. 3. **A payphone** stands outside the office. It **rings during the break between waves** and falls silent when the next wave starts. 4. **The drained pool** has leaves and debris on the bottom and a single overturned lawn chair. 5. **An ice machine and a vending machine** sit under the walkway overhang. The vending machine's front panel glows. 6. **A television in the office** shows static, and its light flickers on nearby surfaces. 7. **The diner** has a coffee pot still on its warmer and a pie display case on the counter. 8. **Fog and darkness** limit how far the player can see, so zombies emerge out of the murk instead of spawning in plain view. ### Make it lived-in Beyond the required list, **add your own details** so that no area feels like bare geometry. The goal is a place where someone was living and working until tonight, not a demo arena. Examples of the kind of thing wanted (don't just copy these; invent your own): - A laundry cart abandoned halfway along the walkway. - A child's bike on its side. - A "NO VACANCY" sign where the "NO" isn't lit. - A suitcase spilled open in a doorway. - A dropped flashlight still shining. - A newspaper blowing across the lot. - Moths around the lights. - A half-eaten meal in a booth. Each area should have at least a few small props that tell a story about what happened here. Use lighting as a storytelling tool: pools of sodium-orange streetlight, cold fluorescent light spilling out of doorways, and deep shadow between them. --- ## 2. Waves - **The game lasts 10 waves**, and surviving all 10 wins. - **Show the wave number** on screen, along with the number of zombies remaining in the current wave. - **The start of each wave is clearly announced** with an on-screen banner and an audio sting. - **There is a 15–20 second break between waves** with a visible countdown. The payphone rings during this time. The player uses the break to reload, pick up supplies and move to a new position. - **Zombies spawn at several points around the edge of the lot**, such as the treeline, the fence, the highway and the back of the motel. The player should never know exactly where the next one is coming from. - **Difficulty rises from wave to wave**: more zombies, faster types, and zombies arriving in several directions at once. Wave 1 should be easy to survive. Wave 10 should be frantic. - **Dawn arrives as the game goes on.** The sky gradually lightens from pitch black toward a grey-blue sunrise, so the player can see how far the night has come. On the win screen, the sun is coming up. ## 3. Zombies At least **three types** that look and behave differently: - **Shambler.** Slow and durable, and appears in large groups. It's the most common type. - **Runner.** Fast and fragile, and arrives from wave 3 onward. - **Brute.** A large, slow tank that takes many hits to put down, and arrives from wave 6 onward. Every zombie must: - **Move toward the player and damage them on contact or at close range.** - **Take extra damage from headshots**, and a headshot should look and feel satisfying. - **React visibly when hit** with a flinch, stagger or knockback, and **die visibly** by falling or collapsing. Zombies must not simply vanish. - **Navigate around obstacles** such as cars, the pool and buildings instead of getting stuck on them. ## 4. Weapons & Ammo The player starts with a **pistol**. At least **two more weapons** can be found or unlocked during the game, such as a **shotgun** from the station wagon and a **rifle** behind the office counter. - **Each weapon feels different.** Fire rate, damage, spread and magazine size should all vary, and each weapon has its own firing sound and muzzle flash. - **There is a first-person weapon viewmodel.** The gun is visible in the lower part of the screen, bobs as the player walks, recoils when fired and plays a reload animation. - **Reloading takes time**, and ammo is limited. The pistol may have unlimited reserve ammo but still needs reloading. - **Pickups are scattered around the lot and respawn between waves**: ammo boxes, first-aid kits and similar. - **The player can switch weapons** with number keys and the mouse wheel. ## 5. Player, Controls & HUD - **The controls are:** pointer-lock mouselook, WASD to move, Shift to sprint, left click to fire, R to reload, 1/2/3 and the mouse wheel to switch weapons, and Esc to pause. - **The HUD shows:** crosshair, health, current ammo and reserve ammo, wave number, zombies remaining, and score or kill count. - **Taking damage is felt**, through a red vignette at the edges of the screen, a slight camera shake and a hurt sound. - **Death leads to a game-over screen** that shows the wave reached and the number of kills, with a restart option. - **A title screen tells the player to click to start**, and that click also locks the pointer. ## 6. Audio All audio is procedural Web Audio (no external files): - Distinct gunshots for each weapon, reload clicks, and an empty-magazine click. - Zombie groans that get louder as zombies get closer, a distinct snarl for Runners, and heavy footfalls for Brutes. - Impact sounds, including a meatier sound for headshots. - An ambient bed: the buzzing neon sign, the ice machine's hum, wind, and the payphone ringing between waves. --- ## Priorities 1. **It must be a playable first-person shooter with waves of zombies.** Everything else is secondary to this. 2. **The combat must feel good**: responsive aim, satisfying hits and readable threats. 3. **The setting must be atmospheric and lived-in.** Every required world detail must be present, plus your own additions. 4. **Difficulty must escalate steadily** toward a winnable finale at dawn.
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