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DroneDash DeliveryAI · Claude 3.5

Game information

Pilot your drone through a 3D neighborhood, delivering food orders to customers while avoiding obstacles and mastering flight controls!

TypeFlight Simulation
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-07

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Core Game Loop and Mechanics

Main Gameplay Flow:

  1. Player starts at a central restaurant/depot location
  2. Receives a delivery order showing the destination house (highlighted with a marker)
  3. Flies the drone through the neighborhood to reach the target house
  4. Lands near the delivery zone (marked area near the house entrance)
  5. Drops off the package by pressing the action button when in range
  6. Returns to depot for the next delivery
  7. Earns points/stars based on delivery speed and accuracy

Progression & Engagement:

  • Time Pressure: Each delivery has a countdown timer - faster deliveries earn bonus points
  • Obstacles: Trees, buildings, power lines, and other environmental hazards to navigate around
  • Precision Landing: Must land within the designated delivery zone for successful delivery
  • Score System: Points awarded for successful deliveries, with multipliers for speed and accuracy
  • Combo System: Consecutive successful deliveries increase score multiplier

Win/Lose Conditions:

  • Success: Complete a set number of deliveries (start with 5 deliveries)
  • Failure: Crash into obstacles too many times (3 strikes) or run out of time on too many deliveries
  • Replayability: Beat your high score, improve delivery times, achieve perfect runs

What Makes It Compelling:

  • Satisfying flight physics with momentum and inertia
  • The challenge of precision navigation in 3D space
  • Time pressure creates exciting moments
  • Clear visual feedback for successful deliveries
  • Progressive difficulty as delivery distances increase

Starting Scope

First Iteration (Implement Now):

  • Single neighborhood map with 4-6 houses arranged around a central depot
  • Basic drone flight controls (ascend, descend, forward/backward, strafe, rotate)
  • Simple delivery mechanic: fly to highlighted house, land in zone, drop package
  • 5 sequential deliveries to complete the game
  • Basic obstacles: trees, simple buildings, ground collision
  • Timer system with countdown per delivery
  • Score tracking based on delivery time
  • Simple crash detection (3 crashes = game over)
  • Victory screen showing final score and time
  • Restart functionality

Future Iterations (Add Later):

  • Multiple neighborhoods/levels with increasing difficulty
  • Weather effects (wind affecting flight)
  • Drone upgrades (speed, battery, cargo capacity)
  • Multiple simultaneous orders
  • Customizable drone skins
  • Leaderboards
  • More complex obstacles (moving vehicles, birds)
  • Battery management system
  • Package damage system

Game Perspective

3D Third-Person

The camera follows behind and slightly above the drone, providing a clear view of:

  • The drone itself (so players can see their orientation)
  • The flight path ahead
  • Nearby obstacles
  • Delivery destinations

Camera Behavior:

  • Smooth follow with slight lag for natural feel
  • Automatically adjusts height to keep drone centered
  • Can be rotated left/right with right joystick/mouse (optional, but helpful for navigation)
  • Maintains consistent distance from drone
  • Tilts slightly when drone moves fast to show speed

Game World and Level Design

Neighborhood Layout:

The game takes place in a small, colorful suburban neighborhood viewed from above. The world is approximately 200x200 units.

Central Hub:

  • Restaurant/Depot building in the center (bright, distinctive color - red/orange)
  • Large landing pad with clear markings
  • This is where all deliveries start and can optionally return to

Houses (4-6 total):

  • Arranged in a rough circle around the depot at varying distances (30-80 units away)
  • Each house has:
    • Distinct color scheme (blue, green, yellow, purple, pink, white)
    • Small front yard with delivery zone (glowing circle when active)
    • Simple geometric design (box base + triangular roof)
    • Chimney or other identifying feature
  • Houses vary in height (10-20 units) to create vertical navigation challenges

Obstacles:

  • Trees: Scattered throughout (15-20 trees), varying heights (15-25 units)
    • Cylindrical trunks with spherical canopies
    • Create navigation corridors between houses
  • Power Lines: 2-3 sets of lines connecting poles (height: 12-15 units)
    • Thin but visible, dangerous to fly into
  • Buildings: The depot and houses themselves are obstacles
    • Must fly over or around them

Ground Plane:

  • Textured grass surface with simple roads/paths connecting houses
  • Roads are visual guides but not required flight paths
  • Gentle color variation to show depth

Visual Markers:

  • Active Delivery Target: Glowing vertical beam of light from target house
  • Delivery Zone: Pulsing circle on ground near house entrance
  • Depot: Always visible with distinct marker
  • Minimap: Small 2D overhead view in corner showing drone position, depot, and current target

Boundaries:

  • Invisible walls at world edges (with visual warning when approaching)
  • Sky limit at reasonable height (60-80 units) to keep gameplay focused

Edit Mode Design

Editable Properties:

Players can customize these aspects in Edit Mode to create their own delivery challenges:

  1. Neighborhood Layout:

    • Number of houses (3-8)
    • House positions (drag to reposition)
    • House colors (color picker for each)
    • Depot position
  2. Delivery Settings:

    • Number of deliveries to complete (3-10)
    • Time limit per delivery (30-120 seconds)
    • Delivery order (sequential, random, or custom sequence)
  3. Obstacle Density:

    • Number of trees (5-30)
    • Tree positions (can drag to reposition)
    • Number of power line sets (0-5)
  4. Difficulty Settings:

    • Drone speed multiplier (0.5x - 2x)
    • Crash tolerance (1-5 crashes before game over)
    • Landing zone size (small/medium/large)
    • Wind strength (0-3, affects drift)
  5. Visual Theme:

    • Time of day (morning/day/evening/night - affects lighting and sky color)
    • Drone color/style

Constraints:

  • Houses must be at least 20 units apart
  • Houses must be at least 15 units from world edges
  • At least 3 houses required for gameplay
  • Trees cannot be placed directly on delivery zones or depot
  • Maximum world size: 200x200 units

Edit Mode Interface:

  • Top-down camera view for easy positioning
  • Click and drag to move objects
  • Property panel on the side for numerical adjustments
  • "Test Play" button to try the custom level
  • "Reset to Default" option

Control Design

Genre: 3D Action/Flight Simulation

This is a 3D flight game requiring precise movement in all three dimensions plus camera control.

Desktop Controls:

Movement:

  • W/S or Up/Down Arrow: Move forward/backward
  • A/D or Left/Right Arrow: Strafe left/right
  • Space: Ascend (go up)
  • Shift or C: Descend (go down)

Camera:

  • Mouse Movement: Rotate camera around drone (with pointer lock)
  • Mouse automatically locks when clicking in game area
  • ESC: Release pointer lock / Pause menu

Actions:

  • E or Left Mouse Click: Drop package (when in delivery zone)
  • R: Return to depot (optional quick return)

UI:

  • ESC: Pause menu
  • Tab: Toggle minimap size

Mobile Controls:

Left Joystick (Movement):

  • Appears where player touches on left half of screen
  • Up/Down: Forward/Backward movement
  • Left/Right: Strafe left/right
  • Analog output for smooth control

Right Joystick (Camera + Vertical):

  • Appears where player touches on right half of screen
  • Left/Right: Rotate camera
  • Up: Ascend
  • Down: Descend
  • Analog output for smooth control

Action Buttons:

  • Drop Package Button: Large button in bottom-right (96x96px)
    • Only visible/enabled when in delivery zone
    • Bright, pulsing visual to draw attention
  • Pause Button: Top-right corner (64x64px)

Control Implementation Details:

Virtual Joysticks:

  • Base appears at touch point (avoiding UI areas)
  • Max radius: 60px
  • Dead zone: 8px
  • Critical: When finger moves beyond max radius, slide the base position so finger stays at max radius from base
  • Visual feedback: semi-transparent circle for base, solid circle for knob
  • Each joystick tracks its own touch ID

Pointer Lock (Desktop):

  • Automatically request pointer lock on game start
  • Release on pause/menu
  • Show instruction overlay on first play: "Click to control camera"

Input State Management:

  • Track all keys in lowercase
  • Clear all inputs on window blur
  • Prevent default for all used keys (WASD, arrows, space, shift)
  • Handle both keydown and keyup events

Movement Behavior:

  • Drone moves relative to camera direction
  • Forward/backward follows camera facing
  • Strafe is perpendicular to camera facing
  • Vertical movement (up/down) is always world-space vertical
  • Smooth acceleration and deceleration for natural feel

Simplified Mobile Option:

  • For easier mobile play, consider auto-altitude mode where drone maintains height automatically
  • Can be toggled in settings

Art Style and Visual Theme

Overall Style: Low-Poly 3D with Vibrant Colors

A cheerful, accessible aesthetic that's easy to read and performs well in WebGL.

Visual Characteristics:

  • Clean, geometric shapes with minimal polygons
  • Bright, saturated colors with clear contrast
  • Flat or simple gradient shading (no complex textures)
  • Cartoon-like proportions
  • Clear silhouettes for easy obstacle identification

Color Palette:

  • Sky: Bright blue gradient (lighter at horizon)
  • Ground: Fresh green grass with subtle variation
  • Roads: Light gray with dashed yellow lines
  • Depot: Warm red/orange (stands out as home base)
  • Houses: Each a distinct bright color (blue, green, yellow, purple, pink, white)
  • Trees: Dark green canopies, brown trunks
  • Drone: White/light gray body with colored accents (editable)
  • UI Elements: High contrast - white text on dark semi-transparent backgrounds

Lighting & Atmosphere:

  • Single directional light (sun) casting soft shadows
  • Ambient light to prevent harsh darkness
  • Slight fog/atmospheric haze for depth perception
  • Delivery zones glow with pulsing light
  • Target house has bright vertical beam marker

Asset Approach:

Generate Assets For:

  • Drone model (hero asset, needs detail)
  • Package/food box model
  • UI icons (pause, drop package, minimap icons)

Render with Code (Three.js primitives):

  • Houses (BoxGeometry + ConeGeometry for roofs)
  • Trees (CylinderGeometry + SphereGeometry)
  • Ground plane (PlaneGeometry with simple texture)
  • Roads (PlaneGeometry with color)
  • Depot building (BoxGeometry)
  • Power lines (thin CylinderGeometry)
  • Delivery zone markers (CircleGeometry with emissive material)
  • Target beams (CylinderGeometry with transparency)

Consistent Viewing Angle:

  • All generated assets should work from a third-person aerial perspective
  • Drone should look good from behind and slightly above
  • Package should be visible when attached to drone

Scale Reference:

  • Drone: ~2 units wide, 1 unit tall
  • Houses: 8-12 units wide, 10-20 units tall
  • Trees: 3-4 units wide, 15-25 units tall
  • Package: 0.5 units cube

Animation & Feedback:

  • Drone propellers spin (rotate continuously)
  • Delivery zone pulses (scale animation)
  • Target beam rotates slowly
  • Package drops with physics (falls and bounces)
  • Particle effects for successful delivery (confetti/sparkles)
  • Screen shake on crash