DroneDash DeliveryAI · Claude 3.5
Game information
AI generation prompt
Core Game Loop and Mechanics
Main Gameplay Flow:
- Player starts at a central restaurant/depot location
- Receives a delivery order showing the destination house (highlighted with a marker)
- Flies the drone through the neighborhood to reach the target house
- Lands near the delivery zone (marked area near the house entrance)
- Drops off the package by pressing the action button when in range
- Returns to depot for the next delivery
- 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:
Neighborhood Layout:
- Number of houses (3-8)
- House positions (drag to reposition)
- House colors (color picker for each)
- Depot position
Delivery Settings:
- Number of deliveries to complete (3-10)
- Time limit per delivery (30-120 seconds)
- Delivery order (sequential, random, or custom sequence)
Obstacle Density:
- Number of trees (5-30)
- Tree positions (can drag to reposition)
- Number of power line sets (0-5)
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)
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