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ARK Island Survival

  • 3d
  • survival
  • island
  • third-person
  • taming
  • low-poly
  • mobile
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. God ark Mua built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about ARK Island Survival yet. Play it, then tell God ark Mua what you would add next.

Make your own game

ARK Island Survival was built by God ark Mua 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 ARK Island Survival 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 ARK Island Survival

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 third-person island survival game titled "ARK Island Survival" using Three.js-style rendering and low-poly game assets. The camera is a perspective follow camera behind and slightly above the player, with approximately 6.5 units of distance and 1.6 units of height, tracking a controllable human adventurer. The player is a stylized low-poly armored/brown-clothed male adventurer model with idle, walk, and run animations. Use WASD/arrow-style movement through a third-person control scheme, mouse/pointer-look after clicking the canvas, Shift to run, and Space to jump; include equivalent touch controls for mobile: a translucent four-direction D-pad at bottom left and circular buttons at bottom right for attack, capture ball, and jump. Add a subtle camera head-bob and sway while moving.

Set the scene on a broad, simple green tropical island/grass plane roughly 400 by 400 units, bordered/overlaid by blue transparent water and a blue atmospheric fog/horizon. Use bright daylight with a warm directional sun, soft shadows, hemisphere fill lighting, and a simple low-poly aesthetic. Scatter about 18 palm trees, 14 flat grass rocks, and 8 larger cliff-block rocks randomly across the island, with varied rotation and scale. The visible environment should be sparse and open, matching the screenshot: green ground, distant blue water/horizon, palm trees and rocks, and strong soft shadows.

Populate the island with roaming wild creatures. Load/use a basic dinosaur model for five ordinary dinos, and also spawn three Alpaking creatures, three Big Birbs, four Armabees, three cactus-like Cactoros, two Big Demons, and three Big Aliens. They should be low-poly animated monsters with idle/walk/run animation support, scattered over the island and wandering by periodically selecting random targets. Give them distinct movement speeds and health values: ordinary dinos around 60 health and speed around 3.5–5, Alpaking 70 health/speed 4, Big Birb 55/speed 5.5, Armabee 65/speed 3.8, Cactoro 85/speed 2.8, Big Demon 95/speed 4.2, and Big Alien 50/speed 6. Place two special boss creatures: a much larger Boss Rex at roughly (25,25), with scale about 2.2, speed 2.8 and 180 health; and a large flying/hovering Boss Dragon around (-35,-25), scale about 1.9, with a flying idle animation, speed 3.2 and 220 health. Boss labels should be "Boss Rex" and "Boss Rồng". Creatures do not need complex combat AI: wild ones wander, while tamed ones follow the player and stop/idle when within about 4 units. There is no implemented enemy attack behavior; the player's health only drains slowly while moving, from 100 down to a floor of 20.

The main goal/mechanic is taming or defeating creatures. Aim the center reticle/camera ray at a nearby wild creature and press E to tame it if it is within 14 units. When a wild creature is nearby, show a bottom-center black translucent prompt in Vietnamese such as "Nhấn E hoặc ném quả cầu (Q/R) để thuần hóa"; for a boss, show a message indicating that a ball can recruit that boss. Press Q or R, or use the circular ⚪ touch button, to throw a glowing blue capture ball forward in a slight upward arc. The ball travels for up to about 2.8 seconds under gravity, and tames the first wild creature it comes within about 3.2 units of. Successful taming changes the creature to a follower, increases the tamed counter, switches it to walking/follow behavior, enlarges it slightly (ordinary creatures about 1.15 scale, bosses about 2.0 scale), and creates a brief translucent green capture flash around it.

Also implement a basic melee attack: press F or use the ⚔️ touch button. Limit attacks to one every 600 ms, briefly display a simple gray rectangular weapon/swing effect in front of the player, and raycast from the camera center. A wild untamed creature hit within 8 units takes 40 damage (25 damage for bosses), with a brief red flash. If an ordinary creature reaches zero health, tame it and add "Thịt khủng long" to inventory. If a boss reaches zero, mark it dead, shrink it to about 0.6 scale, and add its boss name plus "defeated" to inventory. Do not let already tamed or dead creatures be attacked/tamed again.

Build the HUD as fixed HTML overlay on top of the canvas. At the top center, show a dark translucent rounded info bar with white text/shadow: a heart icon and health value initially 100, plus a dinosaur icon and "Tamed: 0". At bottom center, show the hidden-until-nearby taming prompt. At top right, show a 🎒 backpack button. Clicking it toggles a dark translucent backpack panel below it, with a small "🎒 Balo" heading and a scrollable item list. After startup, put "Nước" and "Đá" in the backpack. Add defeated/tamed loot items as described. Use Vietnamese labels where the original UI does, while keeping the title "ARK Island Survival".

Use the provided visual style: low-poly Quaternius-style humanoid and monster models, Kenney-style palm/rock props, green grass island, blue water/haze, warm sunlight, shadows, and restrained game UI. Start the player at the origin on the island. Include responsive resizing and pointer-lock click-to-look behavior. The experience should be a playable open island sandbox focused on movement, exploration, taming, capture-ball throwing, melee attacks, simple inventory, and a visible tamed-creature count rather than a level-based menu or scripted ending.

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