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Aether Prime

  • 3d
  • exploration
  • sci-fi
  • third-person
  • open-world
  • 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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Aether Prime yet. Play it, then tell the creator what you would add next.

Make your own game

Aether Prime was built 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 Aether Prime 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 Aether Prime

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 playable third-person 3D planetary exploration game titled “Aether Prime.” Use Three.js or an equivalent real-time 3D engine, with a perspective camera following a small futuristic exploration rover on a large flat alien/desert world. The rover is the player avatar, placed at the origin, scaled as a detailed space rover vehicle, and controlled through a third-person movement rig with a follow camera: approximately 28 units/second movement speed, jump speed 18, gravity -26, camera follow distance about 22 units and height about 7.5. Clicking the canvas captures/locks the controls for play. Include the runtime’s normal third-person movement and camera look controls; pressing R resets the rover to the origin (with a small vertical offset). There is no combat, inventory, health, timer, collectible system, or win condition: the core activity is freely exploring the alien landscape and increasing the distance from the starting point.

Build an expansive square ground plane about 1,440 by 1,440 world units, colored dark reddish-brown like a barren Mars-like planet. The ground should be matte and rough, receive soft shadows, and have a sparse but visible scattering of roughly 120 large cliff/rock props across the world. Scatter rocks randomly in a broad radius, with varied scale around 1.2–5x, random rotation, and slight height variation. The visible rock style is simple low-poly/blocky geometry with warm coral-red/orange vertical faces and pale cyan/turquoise top faces, matching the supplied screenshot: many isolated cubes or chunky cliff blocks of different sizes sit on the plain and cast soft dark shadows. Use a broad cinematic view so the nearby rocks can be large in the foreground while smaller rocks fade toward the horizon. Use atmospheric fog beginning around 85 units and fading toward roughly 1,250 units.

Set the scene under a pale, hazy planetary sky/environment map with a warm beige/gray horizon and subtle clouds. Add a high, warm off-white sun from the front/right (position roughly 120, 280, -180) for directional lighting and soft shadows, plus a dim cool blue directional rim light from the opposite side and a blue-gray hemisphere fill. Enable antialiasing, soft shadows, ACES-style tone mapping, and a slightly bright cinematic exposure. Add a distant field of approximately 1,800 tiny cool white/blue stars high and far around the world for a deep-space/planetary atmosphere, though the visible horizon should remain primarily the hazy sky and fog.

Populate the world with six cute animated alien creatures. Place them at varying initial distances roughly 35–195 units from the origin, each scaled about 1.35–1.95x and facing a random direction. Give them idle and, where available, walk animation clips; play both as authored by the model, with walking time scales around 0.7–1.2. Make them wander continuously on broad elliptical/circular paths: each has a randomized radius, phase, and speed around 0.4–1.1, with small sinusoidal offsets, gentle vertical bobbing, and rotation to face its direction of travel. They are ambient wildlife only and do not attack or interact with the rover. Give their materials a subtle dark blue emissive/bioluminescent tint.

Place a landed detailed stylized spacecraft landmark at approximately world position (-68, 0.8, -95), scaled about 2.8x and rotated around the Y axis by 1.8 radians. It should have metallic materials with fairly high metalness and moderate roughness, cast shadows, and remain a static point of interest for the explorer. Use a space-kit-style rover, spaceship, alien, and cliff-block assets or visually equivalent low-poly stylized models; preserve the screenshot’s clean, colorful, toy-like sci-fi aesthetic rather than photorealism.

Overlay a simple HUD in the upper-left corner, fixed to the screen and not obstructing gameplay. Use a translucent black rounded rectangle with padding. Show the title “AETHER PRIME” in white uppercase text with slightly expanded letter spacing, and below it show live coordinates and exploration distance in a smaller, semi-transparent line formatted like: “X: 0   Z: 0   |   탐험 거리: 0m”. Continuously update X and Z from the rover’s rounded world coordinates and calculate exploration distance as the rounded horizontal distance from the origin: sqrt(X² + Z²). The HUD should initially read X: 0, Z: 0 and 0m. Keep the canvas fullscreen, hide page scrollbars, and resize the camera and renderer with the window. Expose current player position and distance as game state if the platform supports it.

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