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Dusttrail

  • 3d
  • western
  • exploration
  • collectathon
  • third-person
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kim Ortega built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dusttrail yet. Play it, then tell Kim Ortega what you would add next.

Make your own game

Dusttrail was built by Kim Ortega 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 Dusttrail 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.

Read the build brief for Dusttrail

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-playable 3D third-person western exploration game titled “Dusttrail.” The player controls an animated male cowboy in a stylized low-poly desert county. Use a follow camera positioned behind and above the cowboy, with mouse/touch drag to look around. The cowboy starts at approximately the center of a long southwest-style main street, facing down the street toward the settlement. Support WASD and arrow-key movement, Shift for faster running, Space to jump, and mobile joystick controls; movement should include gravity and slope handling. The main objective is explicitly: “Ride into Dry Creek and collect the three wanted posters.” Although the objective says ride, implement the visible mechanics faithfully: the cowboy is the controllable character on foot, while a separate animated horse starts nearby and follows behind/alongside the player when the player moves. Show a horse status that begins as “HORSE: waiting,” changes to “HORSE: ready” once the horse model has loaded, and displays “HORSE: following” while the player is moving.

Build the environment as a warm, dusty desert scene with an orange/tan sky-colored background and matching distance fog. Use a large sandy ochre ground plane and a darker reddish-brown main road running straight through the scene, with small regularly spaced pale road markers down its center. Place three simple western/desert house models around the road: one to the left near the first poster, one on the right farther down the road, and one on the left still farther away. Scatter tall and short cacti well off both sides of the road and a few sparse stylized trees/mesa vegetation in the distance. Light the scene with strong warm sunlight, soft shadows, warm ambient fill, and a subtle cool rim light for a cinematic sunset/desert palette. Models should cast and receive shadows, and the scene should have a somewhat low-poly game-art appearance.

Place exactly three collectible wanted-poster props along the street at these approximate world locations relative to the start: left side at x=-3.3, z=-6; right side at x=3.2, z=-14; and left side at x=-3.3, z=-24. Each should be a cream/off-white rectangular poster mounted vertically on a thin dark wooden pole, glowing subtly against the desert. When the cowboy comes within roughly 1.55 world units of a poster, hide it and increment the collected count. There is no combat, shooting, enemy, health, timer, inventory, or additional objective. Completing the collection is represented by the HUD reaching 3/3; do not add unsupported win systems.

Overlay a fixed, non-interactive HUD in a dark translucent brown western-themed style with thin muted-gold borders and serif typography. At the upper left show the uppercase title “DUSTTRAIL COUNTY.” Beneath it show the mission panel with gold-accented “Bounty:” followed by “Ride into Dry Creek and collect the three wanted posters.” At the upper right show “POSTERS 0 / 3” (updating through 3 / 3) and a second line for the horse state. Put a small pale-gold plus-shaped crosshair at the center of the screen. At the bottom center show the exact control hint: “WASD / arrows to ride • Shift to run • Space to jump • drag to look • mobile joystick enabled.” Keep the interface responsive, with slightly smaller mission/help text on narrow mobile screens. Use dark brown page/background tones, cream and pale gold text, and amber highlights consistent with a restrained old-west poster aesthetic.

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