Arcade › Deep Horizon
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Nobody has said anything about Deep Horizon yet. Play it, then tell the creator what you would add next.
Deep Horizon 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 Deep Horizon 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 Three.js 3D ocean exploration sandbox titled “Deep Horizon.” The scene is viewed from a cinematic third-person chase camera positioned high behind and above a small fishing boat, with a wide 65-degree perspective and smooth camera follow. The player pilots the boat over a very large open ocean plane; there is no combat, inventory, score, health, mission, or win condition—the activity is simply free exploration and observing the environment. Render a dark blue cinematic ocean covering roughly a 2400-by-2400 world area. The water should be a dense subdivided plane with animated layered Gerstner-style waves: moderate rolling displacement, visible crest foam, deep navy/teal coloration, bright blue shallow/highlight tones, Fresnel reflections, pale sun glints, and subtle scattering. Use a dark atmospheric horizon/fog and cinematic tone mapping. A skybox/environment texture may provide the distant ocean-sky backdrop, but the dominant visible look should be a deep blue sea with a sparse horizon. Add strong warm directional sunlight and cool blue hemisphere fill lighting. Place a small stylized fishing boat at the origin. Load or model a compact fishing/watercraft boat with a simple deck, mast/deck details, dark wood/brown surfaces, and wet reflective materials. Scale it up enough to be clearly visible from the chase camera. It should bob vertically and gently tilt as it moves, using a smooth sinusoidal motion independent of the water mesh. The boat moves forward/backward relative to its yaw and turns smoothly rather than snapping. Start at world coordinates 0,0 with heading forward. Populate the distant ocean with five sparse rocky islands at approximately (-380,-420), (520,-310), (-290,580), (710,380), and (-680,-180). Each island is a low faceted gray-brown rocky/cliff formation with a few tall and short palm trees, plus an extra smaller rock nearby. Keep these islands distant environmental landmarks rather than interactive objectives. Add an underwater-life ambience layer consisting of about 42 small low-poly blue fish distributed through the world below the surface, each made from a cone-like body and tail; they drift and rotate with randomized speed and phase. They may be mostly obscured by the opaque surface from the above-water camera. Implement controls exactly as follows: W or Up Arrow accelerates forward, S or Down Arrow applies reverse movement, A or Left Arrow turns one direction, and D or Right Arrow turns the other. Movement should have acceleration/deceleration smoothing and modest turning. The HUD text may advertise “WASD 이동 • 마우스 시점 • SPACE 가속 • R 폭풍 전환” (WASD move • mouse view • SPACE acceleration • R storm toggle), but in the actual mechanics the source implements W/Up acceleration and does not assign a Space-key action; preserve the implemented behavior rather than inventing a boost. Let the user orbit the chase camera by dragging the mouse on the canvas: horizontal drag changes the camera angle and vertical drag changes pitch, clamped to a low-to-high viewing range. Include equivalent touch dragging for mobile. The camera should smoothly follow behind the boat at around 38 units, extend slightly with speed, sit roughly 14–26 units above the sea, and look toward the boat’s forward area. Press R to toggle a full storm mode. In storm mode, increase the water’s storm factor so waves appear darker and crest foam/specular variation intensifies, reduce the sun intensity, and spawn roughly 380 pale blue rain particles in a large volume above and around the boat. Rain falls rapidly and respawns overhead around the moving boat. Press R again to remove the rain and restore calm brighter lighting. Do not add enemies, weapons, pickups, or other gameplay systems. Use a minimal fixed overlay matching the visible UI: white text with a subtle dark shadow over the 3D view; top-left “DEEP HORIZON,” top-right live rounded boat coordinates such as “0, 0,” and beneath the title the Korean controls line “WASD 이동 • 마우스 시점 • SPACE 가속 • R 폭풍 전환.” At the bottom center show a translucent black rounded rectangle containing “바다 탐험 • 높은 파도와 빛 산란” (“Sea exploration • high waves and light scattering”). Keep the interface sparse and cinematic, with no crosshair or extra meters. Ensure the canvas fills the viewport, prevents page scrolling, resizes responsively, and starts animating immediately.