Arcade › Celestial Wildlands
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Celestial Wildlands 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 Celestial Wildlands 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 browser-based 3D third-person exploration game titled “Celestial Wildlands.” Use a Three.js-style low-poly natural environment with a cinematic, slightly soft atmospheric look: a huge procedurally shaped wilderness, dense instanced nature assets, volumetric-looking fog, dynamic sky, shadows, and a restrained dark-blue translucent glass HUD. The camera is a third-person follow camera positioned behind and above a modular female adventurer character, with mouse drag/touch look and WASD or joystick movement. The character can walk, sprint while holding Shift, jump with Space, and use animated Idle, Walk, Run, Roll, and Wave-style character animations where available. Include collision-aware traversal over sloped terrain; the world is bounded rather than endless. The player begins in an open Flower Meadow clearing at approximately dawn, with trees and dense vegetation kept away from the immediate spawn area. Allow swimming in deep water: when the terrain is below the water surface the character floats at the surface, and holding C makes the character dive lower; show “Open Water” in the region HUD while swimming. Build the land as a broad square wilderness with rolling procedural hills, a mountain ring toward the perimeter, steep cliffs, a river valley, a deep lake basin toward the northwest, a flat flowering meadow around the central spawn, and a volcanic cone/crater toward the southeast. Use terrain color variation to distinguish these regions: sandy/green shorelines, bright/dry green flower meadows, dark green ancient forests, gray rocky cliffs, white snowfields on high elevations, and dark basalt/ember-colored volcanic terrain. Add a large animated water surface across the low areas, dark teal and reflective with subtle moving waves. Populate the world with extensive low-poly nature assets: pines, oaks, palms, bushes, grass, ferns, mushrooms, logs, rocks, standing stones, and cactus/rock forms in the volcanic biome. Vegetation should sway gently in wind, cast/receive shadows selectively, and be distributed according to biome and slope. Place exactly six discoverable wonders, each with a proximity trigger and a centered fading notification reading “WONDER DISCOVERED” plus its name; the HUD tracks them as 0 / 6. The six landmarks are: “The Colossus,” a single enormous ancient tree surrounded by large root rocks; “The Standing Stones,” a circular arrangement of tall standing rocks; “Thunderfall,” a high cliff wall with a notch, animated falling waterfall, and drifting mist; “Crystal Hollow,” a cluster of glowing blue emissive crystals with a blue point-light glow; “Ember Caldera,” a volcanic crater with an emissive orange lava pool and rising ember particles; and “Skyreach Isle,” a floating rocky island above the lake with trees, gently bobbing and slowly rotating. The Skyreach Isle is visible high above the lake and should count as discovered when the player reaches its vicinity/height. Do not add combat, inventory, quests, weapons, health, or enemies: this is a peaceful discovery and traversal game. Add wildlife that makes the world feel alive: small groups of deer, foxes, wolves, and white horses distributed on dry, gently sloped land. Deer, foxes, and horses wander, idle, eat, and flee when the player approaches; wolves are curious and move toward the player from a distance. Animate their movement and keep them following terrain height. Add a flock of dark birds circling high above the landscape. In daytime, show drifting golden butterflies near the player; at night, replace them with softly glowing fireflies. Implement a continuous 24-hour day/night cycle lasting about five minutes at normal speed. Start around 06:43/early morning. The sun changes position and warm dusk colors appear near sunrise/sunset; nighttime becomes deep blue with visible stars and a faint green-blue/purple aurora. Clouds drift overhead and their coverage, tint, haze, and sunlight change with conditions. Press T to cycle time speed through increasingly fast values up to a very fast setting, then return to normal. The HUD clock displays the in-world time in HH:MM format. Use dynamic directional sunlight/moonlight, hemisphere fill, fog color/density, exposure, and star visibility to make day, dusk, and night visibly distinct. Implement weather states that can be cycled with R and also change automatically after roughly 80–175 seconds. Include: Clear, Drifting Cloud, Morning Mist, Rain, Thunderstorm, and Snowfall. Weather affects cloud cover, haze, fog, sun dimming, wind, and ground wetness. Rain uses dense slanted blue-white particles and darkens/makes the terrain glossier; snow uses slower white particles. Thunderstorms periodically produce a bright full-screen lightning flash and thunder sound. Wind strength controls the sway of grass, bushes, and trees. Underwater, switch to dense blue-green fog and reduce exposure. Use a polished overlay and HUD. Before starting, show a dark, blurred cinematic loading/start overlay over the world flyover with the large centered serif title “Celestial Wildlands,” a status line that progresses through messages such as shaping mountains/forests/skies, planting forests and scattering stones, waking wildlife, and finding a path, a thin cyan loading bar, and finally a rounded gold “Begin exploring” button. During this pre-start state, slowly fly the camera around the world to preview the landscape. Once the player presses Begin exploring, hide the overlay and begin the simulation/audio. The in-game HUD is always overlaid above the canvas unless hidden: top-left translucent panel with TIME, SKY, REGION, and WONDERS values; top-center translucent compass showing cardinal/intercardinal direction and degrees; bottom-left translucent control hint panel reading approximately “WASD / joystick move · Shift sprint · Space jump · drag or mouse to look / T time speed · R weather · C dive · H hide UI.” Press H to toggle the HUD. Make the UI use cool pale blue/white text, uppercase small labels, rounded translucent charcoal panels, and a subtle edge vignette. Use elegant serif typography for the title, compass, and wonder notification, and sans-serif typography for controls and status text. Add ambient wind/rain/thunder audio and environmental atmosphere, but keep the focus on exploration, changing skies, wildlife, water, biomes, and finding all six wonders.