Arcade › Earth in Change
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Earth in Change was built by Catherine Elise Yusuf 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 Earth in Change 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.
Recreate a first-person educational 3D exploration and science-investigation game titled “Earth in Change // West Kalimantan.” Use Three.js-style low-poly geometry and a muted teal/green environmental palette. The player is a Junior Earth-System Scientist in a first-person camera with a small glowing cyan reticle. Begin outdoors at a research facility in a hazy West Kalimantan landscape: a large flat green forest floor, many stylized low-poly rainforest trees made from dark brown tapered trunks and faceted green cone canopies, a turquoise Kapuas River on the right, a brown wildfire-affected patch with small orange ember markers on the left, pale atmospheric haze, and pale low-poly clouds in the distance. A large dark rectangular research laboratory sits ahead, with a translucent/dark window façade. Use fog and a muted gray-green sky/background to match the screenshot’s subdued atmosphere. Implement a five-stage mission progression shown in a fixed HUD. At the top, show a dark translucent rounded panel with teal border and the title “EARTH IN CHANGE // WEST KALIMANTAN”; underneath show the current objective. On the right show controls: “WASD move · mouse look · E interact · click operate · Tab notebook · Esc pause”. At bottom left show a dark status box, and show contextual interaction prompts near the bottom center plus temporary toast messages near the top center. Mission 1 objective: “Find the problem outside the lab.” The player can walk with WASD, look with the mouse, and press E while aiming at interactive field evidence. Make the wildfire area, haze, river, forest floor/vegetation, and a cloud interactive. Their educational messages should explain: satellite hotspots can indicate possible active fires and affect the atmosphere; smoke contains gases and particles that reduce visibility and interact with light; rivers connect rainfall, soils, habitats, and people; healthy vegetation stores carbon and supports biodiversity; clouds form when water vapor condenses onto available surfaces. Investigating any relevant outside evidence advances the player to Mission 2 and tells them to enter the lab and find materials. Build the dark research laboratory interior behind the outside facility. Include a large lab floor, several metallic worktables with blue tops, shelves and storage cabinets on both sides, glowing cyan computer screens, a West Kalimantan map display labeled “FIRE / AEROSOL / CLOUD SYSTEMS,” cyan holographic rings, and a central glowing teal cloud-chamber assembly workbench. Label the environment with readable floating dark sign sprites, including research laboratory, plastic equipment shelf, equipment storage rack, environmental sensors, atmospheric samples, cloud chamber workbench, and “LAMP → BOTTLE → LUX SENSOR.” At the back include an “EARTH DATA OBSERVATORY” door. Mission 2 is a physical collection and assembly task. Place eight carryable items around the lab, each with a visible label and E interaction: a transparent 2-liter bottle; a small container of experimental blue liquid; an orange bottle cap in a small-parts drawer; a hand/bicycle pump with metal body, orange handle, tube, and connector; an adjustable laboratory lamp with metal base/stem, orange shade, and glowing bulb; a digital LUX sensor with dark body, cyan screen, and sensor head; an orange aerosol particle sample block with a white particle symbol; and a blue scientist notebook with an orange band. The player can carry only one item at a time: when picked up it is attached in front of the camera, and the player must walk to the central assembly pad and press E to place it. If hands are full, show a message telling the player to place the carried item first. Once placed, the item remains on the workbench and the HUD gives the next material instruction. The bottle, liquid, cap, pump, lamp, sensor, aerosol sample, and notebook are all required. The bottle is a simplified cloud chamber. When the cap is placed after the bottle, allow aiming at the cap and pressing E to attach/seal it; when the pump is placed after the bottle, visibly add a connected tube. When the lamp is placed, create a visible pale yellow light-path bar aimed across the bottle toward the sensor, initially off. When the LUX sensor is placed, aiming and pressing E activates it and changes its readout/status to “LUX: 000,” explicitly explaining that LUX measures visible light reaching the sensor and does not directly measure PM2.5. Once all materials are placed, require the player to turn the lamp on and activate the sensor before starting the experiment. The lamp can be toggled by E while aimed at it; show “Lamp ON — light path crosses the bottle toward the sensor” and make the path visible. Mission 3 objective: “Test aerosol conditions.” Once the complete setup is ready, let number keys 1, 2, and 3 select the condition: 1 Control / No Aerosol, 2 Aerosol, 3 Higher Aerosol. The objective should show the selected condition and trial number, with three trials required for each condition. Clicking the bottle runs a trial. During a trial, show status text describing “vapor → aerosol particles → condensation → visible cloud,” spawn small floating particles inside the bottle, then after about 2.6 seconds create a pale translucent visible cloud sphere inside the bottle. Use different particle coloration for control versus aerosol conditions, but do not force a scientific result. After each trial automatically open the Scientist Notebook interface. The Tab key opens a dark full-screen notebook panel. It must contain a 3-by-3 set of records for No Aerosol, Aerosol, and Higher Aerosol, with Trial 1–3 rows and editable fields for LUX, Cloud Duration (s), and Cloud Density /5. Include a Save observations button. After a cloud trial, show a “Scientist Reasoning” section asking: “What happened to the light passing through the bottle?” with choices “It may be scattered or absorbed,” “It always increases,” and “It cannot change.” Include the caveat that particles can interact with light, but LUX does not measure PM2.5 directly and the bottle is a simplified model. Selecting a reasoning choice advances the trial counter. After all three trials of one condition, advance to the next condition; after all nine trials, advance to Mission 4. Mission 4 objective: “Analyze your data in the data room.” When the player reaches the back of the facility near the observatory/data room, open a data-analysis panel. Calculate and display averages from the player-entered notebook values for each of the three conditions, using simple bar-style graphs for Average LUX, Cloud Duration, and Cloud Density. Include the warning that this simplified bottle model is not proof of all atmospheric effects and real-world conclusions require atmospheric observations and historical data. Mission 5 objective: “Investigate 2015–2026 hotspot patterns.” Let the player interact with the Earth Data Observatory door to open a panel titled “MISSION 5 — Earth Data Observatory.” Show an interactive timeline with buttons for the years 2015 through 2026 and a classroom dataset of hotspot counts: 2015 4200, 2016 1800, 2017 2600, 2018 3100, 2019 9800, 2020 2100, 2021 900, 2022 700, 2023 1600, 2024 3300, 2025 2800, 2026 1900. Clicking a year displays a proportional bar and explains that the count is a classroom series, hotspots are possible fire locations, and clouds or satellite coverage can cause misses; do not claim every hotspot is a wildfire. Mention the NASA FIRMS / ASMC concepts as the science framing, while clearly identifying the series as simulated rather than live data. Use smooth first-person movement with gravity and jumping, a perspective camera, fog, directional sunlight, hemisphere fill light, soft shadows, cyan emissive UI/object accents, orange instrument accents, dark navy laboratory structures, transparent glass and liquid materials, and floating canvas-style labels. Keep all UI panels closable. Escape toggles a pause panel with Resume. Preserve the educational tone and the explicit distinction between visible cloud droplets, aerosols/condensation nuclei, and PM2.5; the game should present this as a simplified classroom investigation rather than a definitive atmospheric experiment.