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Arcade › Dusty Trails
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohammad Abedinipour built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dusty Trails yet. Play it, then tell Mohammad Abedinipour what you would add next.
Dusty Trails was built by Mohammad Abedinipour 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 Dusty Trails 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 western shooting game titled “Dusty Trails.” Use Three.js with a warm, low-poly desert aesthetic: a flat ochre/sandy ground plane, peach-orange sky/background with matching distance fog, strong late-afternoon directional sunlight, soft shadows, and simple faceted geometry with earthy brown, red, tan, and dark wood materials. The player is a loaded animated low-poly cowboy character placed in the middle of a small Old West town, initially around the center street at z=-4. Use a third-person camera following behind the cowboy at about 6 units distance, with mouse/touch camera look and standard third-person movement. Controls must be: WASD to walk, Space to jump, and mouse click to shoot. The cowboy should have idle/walk/run/jump/shoot animation states, with an idle animation playing when stationary and a shooting animation on firing. Apply gravity and allow jumping. Build the town from simple primitive meshes. Arrange six buildings in two rows: a red Saloon at approximately (-8,0), a brown Sheriff building at (0,0), a tan General Store at (8,0), then a dark brown Bank at (-8,12), a mustard/tan Hotel at (0,12), and a brown Stable at (8,12). Each building should have a rectangular box body, a faceted four-sided pyramid-like roof, a front door, two pale blue front windows, a small porch overhang, and two porch posts. Add wooden fences along the left and right sides of town and across the near ends, with posts and two horizontal rails. Add a short plank boardwalk running across the front of the main street. Scatter simple desert scenery around the town and across the surrounding large sandy area: several stylized green cacti made from low-sided cylinders with randomly angled branch cylinders, gray-brown faceted rocks, and small dry bushes made of clustered low-poly spheres. Include extra cacti near the town edges. Preserve open visibility toward the target area and use shadows from buildings, props, and the player. The core objective is a bottle-shooting range. Spawn exactly ten tiny low-poly brown glass bottles in a loose cluster to the west/left of town, using these approximate x,z positions: (-20,-2), (-20,2), (-18,-3), (-18,1), (-18,3), (-16,-2), (-16,2), (-22,0), (-14,-1), and (-14,3). Each bottle consists of a short wider cylindrical body and narrow neck, alternating brown shades. The HUD should initially show 10 remaining targets. Aim using the camera direction and fire a small glowing yellow-orange projectile from the cowboy’s gun/muzzle; projectiles travel forward quickly, live for under a second, and hit a bottle when within roughly half a unit. On a hit, hide the bottle, increment the score, and create a brief burst of six tiny brown fragments/particles. Add a brief orange muzzle flash light when firing. Prevent rapid autofire with roughly a 300 ms click cooldown. When all ten bottles have been hit, automatically respawn a fresh set after about 1.5 seconds. Also let the R key manually reset/respawn the bottle set. Score increases across rounds rather than resetting. The bottle target counter updates to the number of unhit bottles, and score updates after every successful shot. Overlay a minimalist fixed HUD in an elegant Georgia/serif style with pale cream text and dark shadowing. At top left show a pistol/gun emoji and the score, initially “🔫 0”. At top right show a cactus emoji and remaining targets, initially “🌵 10”. At the bottom center show a subdued Portuguese controls hint exactly in spirit as “WASD — andar · Clique — atirar · Espaço — pular”. Keep the HUD noninteractive except for input passing through to the game. Use a full-screen responsive canvas, resize the perspective camera with the window, and no menus, crosshair, enemies, health, ammo, or extra game modes beyond the bottle targets and score.