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Arcade › Bogor Life
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dimas Maulana built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bogor Life yet. Play it, then tell Dimas Maulana what you would add next.
Bogor Life was built by Dimas Maulana 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 Bogor Life 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.
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 exploration game titled “Bogor Life”. The setting is Stage 1, “Cigombong Hills”: a stylized Indonesian/Bogor suburban neighborhood built in a broad green valley with raised hillside terraces on both far sides. Use a pale blue sky/background with light atmospheric fog. The player is a blocky human character loaded as a Kenney-style character model, starting near the south end of the neighborhood, and the camera follows from behind and slightly above in a third-person perspective at roughly 6.5 units distance. The player can freely walk around the environment, collide with terrain, buildings, roads, hillside barriers, poles, and other solid geometry, and jump with gravity; movement should support walking and a faster running state. Build the environment around a large cross-shaped road layout: a dark charcoal asphalt road runs north-south, crossed by a wide east-west road. Add pale tan sidewalks along both roads and repeated small cream lane dashes down the central road and across the cross street. Include green grass/terrain around the roads and a narrow drainage channel or water ditch on the west side. Frame the neighborhood with five stepped/terraced green hillside blocks on each side, creating the impression of Cigombong’s hills. Populate the neighborhood with simple low-poly suburban/local buildings. Include several cream or light tan boxy facades with dark reddish-brown flat/slab roofs, teal awnings and doors, and blue-green windows: a warung called “Warung Sari” in the southwest area, two houses, a “Bengkel” workshop in the southeast, and a row of five small houses toward the north. Also place two larger Kenney-style suburban house models near the west and east sides, two sedan cars on the roads, and several tall stylized palm/tree models distributed around the neighborhood. Add thin dark teal streetlight poles along the roads with small horizontal pale lamps. Place a simple dark teal roadside sign near the southern road with a light horizontal sign marking. Implement the controls exactly as an exploration game: on desktop, WASD or arrow keys move, Shift runs, Space jumps, and dragging the mouse looks around. On touch devices, show a translucent circular virtual joystick in the lower-left, with a gold center knob, plus two circular lower-right buttons labeled “RUN” (brown/orange) and “JUMP” (teal/green). The RUN button is held for running and JUMP triggers a jump. Keep movement responsive and allow the character to collide with the world. Play the imported character’s idle animation while standing, walk animation while walking, sprint animation while running, and a movement animation while jumping/falling if available. Use a clean stylized low-poly presentation with soft shadows, ambient hemisphere lighting, warm directional sunlight, subtle cool fill light, and fog fading into the blue background. Include a fixed HUD: upper-left large bold white text “BOGOR LIFE” with smaller text “STAGE 1 · CIGOMBONG HILLS” below it and a subtle dark text shadow; on desktop show an upper-right dark translucent rounded hint panel reading “WASD / arrows · Shift run · Space jump · drag to look”. At the lower-left show a dark translucent rounded settings panel labeled “Graphics” with a dropdown containing Low, Medium, High, and Ultra, initially Medium. Changing the graphics setting should adjust renderer pixel ratio and use a larger shadow map for Ultra. The HUD should remain over the game without blocking ordinary movement, and the game should fill the viewport with no scrolling.