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Ancient Egypt Builder

  • 3d
  • exploration
  • egyptian
  • third-person
  • walking-sim
  • low-poly
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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. rammy osei built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ancient Egypt Builder yet. Play it, then tell rammy osei what you would add next.

Make your own game

Ancient Egypt Builder was built by rammy osei 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 Ancient Egypt Builder 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 Ancient Egypt Builder

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 browser-based 3D exploration scene titled “Ancient Egypt Builder.” Use Three.js-style rendering with a perspective camera, soft shadows, ACES-like warm tone mapping, a bright cyan-blue sky background, and light blue atmospheric fog that hides distant scenery. The player is a small blocky humanoid builder character loaded as a low-poly character model, initially placed at (0, 0, -7), with an idle animation and movement animation when moving. The game is an open desert site rather than a completed construction game: the central feature is a large rectangular pale sandstone construction pad, about 30 by 24 world units, centered around z=4 and slightly raised above the surrounding desert. Cover the pad with a regular dark orange/brown survey grid: evenly spaced lines running in both axes, plus a small gold cylindrical marker at the center. Surround the pad with a broad flat tan desert ground plane.

Populate the surrounding Egyptian environment with simple low-poly geometric landmarks. Place two stepped/blocky temples toward the far left and right, each with a broad sandstone base, raised rear sanctuary block, a row of pale columns, and a flat gold-colored roof. Place tall square obelisks with pale stone rectangular shafts and small four-sided gold tips around the site, including pairs near the temples and farther back. Add several simple sandstone buildings: rectangular block structures with small dark windows and low four-sided pale roofs. Scatter tall stylized palm trees around the outer perimeter using low-poly palm tree models. Use warm sand, ochre sandstone, pale gold, dark brown, green palm, and blue accent materials. Light the scene strongly from above with a warm directional sun and add a cool/warm hemisphere fill; all scenery and the player should cast and receive soft shadows.

Implement free third-person character controls: WASD moves the builder, mouse controls the camera look, and Space makes the character jump with gravity. Keep the camera following behind the player at about 8 units distance in third-person view. Press V to toggle between third-person and first-person views; in first person hide the player model and place the camera around the character’s eye height. The HUD is fixed over the canvas and does not intercept gameplay except for controls: at top left show a dark translucent brown rounded panel with a thin pale-gold border, the heading “Ancient Egypt Builder,” and subtitle “Raise the future pyramid site”; at top right show a matching pill labeled “View: Third Person” or “View: First Person”; at bottom center show a dark translucent rounded pill reading “WASD move · Mouse look · V switch view · Space jump.” Make the layout responsive on narrow screens. Do not add inventory, scores, enemies, construction placement, or other mechanics—the visible goal is to explore the empty, surveyed future pyramid site.

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