Arcade › Prehistoric Gobi
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dinevva built it with Cinevva, so it works on a phone or a tablet too.
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Prehistoric Gobi was built by Dinevva 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 Prehistoric Gobi 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 third-person 3D exploration game titled "Djadochta: Red Wind," set in Late Cretaceous Mongolia, 75 Ma. Use Three.js-style rendering with a wide sandy prehistoric landscape, warm cinematic lighting, shadows, atmospheric exponential fog, and a darkened dusk/night-capable sky. The player is a small velociraptor-like dinosaur controlled from a trailing third-person camera: WASD or arrow keys move, Space jumps, and Shift runs. Keep the camera focused on the player at roughly 8 units behind them. The playable terrain is a large flat desert/savanna area divided into visibly distinct biome plates: Savanna in the southwest, Scrublands in the southeast, Dunes in the northwest, and an Oasis in the northeast. Scatter low-poly natural props across the terrain, including rocks, bushes, large grass clumps, living trees, and dead trees. The Dunes region should have animated windblown sand particles drifting across it; pressing R cycles weather between clear, dust haze, and cold front, with dust haze visibly increasing the dune-particle opacity. Place a circular turquoise-water oasis at approximately the northeast area, surrounded by a raised ring/bank; when the player gets within about 14 units of it, steadily refill hydration. Include two non-player dinosaur figures in the world: a smaller herbivore/protoceratops-like dinosaur near the oasis that slowly wanders side to side, and a larger tarbosaurus-like predator near the central area that moves back and forth and continually faces the player. Build the dinosaurs from simple low-poly primitive meshes (capsule body, belly, neck, head, jaw, tiny eyes, four legs and feet, tail, and small dorsal/crest spikes) with earthy brown, tan, olive, and reddish-brown materials. The player dinosaur should be an olive-gray velociraptor with a pale belly and ochre crest accents; the herbivore should be muted gray/olive with a pale belly; the predator should be dark brown with a lighter belly. Implement survival-style HUD overlays matching the supplied design: a translucent dark rounded panel in the upper-left with the title in uppercase, subtitle "Late Cretaceous • Mongolia • 75 Ma," Hydration and Stamina horizontal bars, and a time readout initially at 06:00. Hydration begins full, continuously drains at about 0.65 per second, and refills rapidly at the oasis. Stamina begins full, drains while moving (more quickly while running) and regenerates while still. Show a centered rounded pill displaying the current biome name (initially "Savanna"), an upper-right help box reading "WASD / arrows to move · Space to jump · Shift to run · R to change weather · reach the oasis to drink," and a lower-right rounded weather badge reading "Weather: clear". Add a "Call / roar" button in the HUD; clicking it, or pressing E, plays a dinosaur roar sound. Use a near-black background/UI, cream text, amber hydration bar, red-coral stamina bar, and a muted terracotta button. Update the biome label according to player position: Dunes for x < -10 and z > 15, Oasis for x > 10 and z > 15, Scrublands for x > -10 and z < 15, otherwise Savanna. Animate the in-world clock continuously from 06:00 through a 24-hour cycle, changing sun intensity, ambient light, sky color, and fog density to suggest changing daylight. Keep the overall visual style low-poly, earthy, atmospheric, and minimalist, with the HUD remaining legible over the 3D world.