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Bluewater Quest

  • 3d
  • sailing
  • exploration
  • mobile
  • low-poly
  • ocean
  • pirate
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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. Basam Qasm built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bluewater Quest yet. Play it, then tell Basam Qasm what you would add next.

Make your own game

Bluewater Quest was built by Basam Qasm 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 Bluewater Quest 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 Bluewater Quest

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 mobile-friendly 3D sailing exploration game titled “Bluewater Quest” with the subtitle “Captain’s Wake.” Use a third-person chase camera positioned behind and above a small stylized wooden pirate ship, looking forward over the ship toward the ocean. The ship is the player avatar: a low-poly brown wooden pirate vessel with a dark/black sail, mast, spars, and deck details, centered prominently in the foreground. Keep the camera smoothly following the ship, with mild bobbing/tilting of the ship as it sails.

World and visuals: Surround the ship with a large animated blue ocean plane extending in every direction. The water should have visible gentle waves/ripples, with darker blue near the foreground and lighter blue toward the horizon. Use a bright pale-blue sky/background, soft atmospheric fog at distance, warm sunlight, cool fill light, shadows, and a clean colorful low-poly aesthetic. Place one tropical treasure island ahead of the starting boat, centered roughly 30 world units forward: a small sandy patch with rocks, several stylized palm trees, and a treasure chest on the beach. Add a small glowing golden rotating diamond/octahedron marker hovering above the chest so the destination is easy to spot. There are no other enemies, obstacles, combat systems, collectibles, lives, timer, or score.

Gameplay: Start the ship around the center of the ocean, facing toward the island. The player sails continuously only while the forward control is held; acceleration smoothly approaches a forward speed of about 0.24 world units per frame-time, and releasing it causes the ship to slow to a stop. Include reverse/back movement while the back control is held, smoothly approaching a slower reverse speed of about -0.13. The ship moves in the direction of its forward bow, and left/right steering turns the ship while moving; steering should feel gradual and should also cause a slight roll. Clamp the ship within a broad ocean play area rather than allowing it to travel forever. Animate gentle vertical bobbing and tiny pitch/roll motion while sailing. Detect proximity to the island and update the objective text: normally show “Find the island treasure”; when the island is moderately close show “Island ahead — keep sailing”; and when very close show “Treasure island — explore the beach!” The chest/marker are visual objectives; reaching the island does not need a separate win screen.

Controls and HUD: Overlay a fixed HUD without blocking the 3D view. At the upper left, show a translucent dark rounded panel with small uppercase gold text “BLUEWATER QUEST” and large white bold text “Captain’s Wake.” At the upper right, show a translucent dark rounded help panel reading “Touch ◀ ▶ to steer” and “Hold SAIL to move.” At the lower center, show a pill-shaped translucent dark status label containing the current objective text. Along the bottom, provide four large rounded touch buttons: on the lower left, separate dark buttons with white left and right triangle icons for steering; on the lower right, a dark “BACK” button with a left triangle for reverse and a contrasting warm orange/gold “SAIL” button with an upward triangle for forward motion. Buttons should support press-and-hold pointer/touch input, visibly change color while pressed, and also support keyboard controls: Arrow Left/A and Arrow Right/D steer, Arrow Up/W sails forward, and Arrow Down/S reverses. Make the layout responsive for portrait mobile screens and desktop widths, with rounded panels, subtle borders, shadows, and high-contrast white/gold typography.

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