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Arcade › DARK WORLD
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Made by Kayan Mo, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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DARK WORLD was built by Kayan Mo 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 DARK WORLD 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 3D third-person survival/settlement exploration game titled “DARK WORLD,” set in “THE GREY MARCHES.” Use Three.js-style real-time 3D rendering with a perspective follow camera behind and above the player ranger. The world is a dark, muted medieval wilderness: a broad rolling green terrain with subtle hills, a winding translucent blue-green river, brown dirt roads crossing through a small settlement, several yellow-green farm plots with evenly spaced crop rows, medieval market/building structures, a well, a wooden cart, scattered dark oak trees, and visible stone and wood resource nodes. Use soft shadows, fog, subdued natural colors, and a moody dusk/night-capable lighting setup: dark charcoal background, desaturated forest greens and browns, pale warm sunlight, cool fill light, and atmospheric fog. The terrain should feel open and expansive rather than enclosed. The player is a Quaternius-style human Ranger character, placed near the village at the start, controlled from a third-person camera. Support keyboard controls: WASD or arrow keys to move, Shift to run, and Space to jump. Movement should use gravity and jumping, with walking and idle character animations. On touch/mobile layouts, show a translucent circular virtual joystick at the lower left that drives movement, plus a large circular GATHER button at lower right. The central mechanic is gathering nearby natural resources. Place several interactable stone nodes and wood nodes around the map, including stones represented as faceted gray rocks and wood represented as short brown cylinders/log-like nodes; trees and carts also visually communicate the setting. When the player taps/clicks GATHER, search for the nearest resource within a short radius (about 3.2 world units). If one is close, add 2 to the matching inventory resource (WOOD or STONE), briefly shrink/pulse the resource node as feedback, and show a status message such as “Gathered wood +2” or “Gathered stone +2.” If nothing is close, show “Move closer to a resource.” Do not add combat, enemies, crafting, building placement, quests, or win/lose systems, since they are not present. Populate the settlement with five cloned ranger-like villagers/NPCs. They should play a walking animation and wander gently around fixed home positions using small smooth sinusoidal movements, with no combat or interaction behavior. Add three green medieval market-house buildings, a green medieval well, and a wooden cart around the roads and farms. Start inventory at WOOD 12, STONE 7, FOOD 18. Food is displayed and stored in the state but has no demonstrated gathering interaction. Implement a continuously advancing 24-hour clock, initially at 06:00. Advance game time slowly during play and label the period as NIGHT before 06:00, DAWN from 06:00 to 09:59, DAY from 10:00 to 17:59, and DUSK from 18:00 onward, displaying text like “DAWN · 06:00.” Tie the sun position, intensity, and ambient hemisphere lighting to the time of day so the scene changes mood while remaining readable. Build a minimalist responsive HUD over the game. In the upper-left, show a dark translucent rounded panel with a thin muted green-gray border containing the spaced title “DARK WORLD,” subtitle “THE GREY MARCHES,” and three resource counters labeled WOOD, STONE, and FOOD. Show the time centered at the top. Show a dark rounded information panel in the upper-right on desktop, or lower-right on mobile, with bold “RANGER,” status text initially “Selected unit · ready,” and the instruction “Gather near trees, stone or carts.” Along the bottom center show a rounded translucent hint panel reading “WASD / arrows to move · Shift to run · Space to jump · Tap GATHER.” On mobile, keep the joystick lower-left and the GATHER button lower-right, with the information panel positioned above/near it. Make the UI pointer-transparent except for the interactive joystick and gather button, and preserve the nearly black, cinematic look of the provided screenshot.