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Elder Vale

  • 3d
  • rpg
  • sandbox
  • fantasy
  • exploration
  • combat
  • questing
  • low-poly
0
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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. Justin Price built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Elder Vale yet. Play it, then tell Justin Price what you would add next.

Make your own game

Elder Vale was built by Justin Price 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 Elder Vale 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 Elder Vale

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 playable third-person 3D RPG sandbox slice titled “Elder Vale.” Use a low-poly, realistic-ish Three.js-style presentation with dark blue-green natural colors, soft shadows, fog, and a subdued daylight tint. The camera follows behind and slightly above the player, about 6.5 units back and 3.9 units above, smoothly tracking the character and looking at their upper body. The player is a small stylized adventurer represented by a blue cloak/body capsule, a skin-colored spherical head, and a simple steel sword attached at their side. Begin with a full-screen title/start overlay reading “ELDER VALE,” “A tiny RPG sandbox slice — explore, fight, quest.” and “Click to start.” Clicking starts the game, enables audio, and displays a message telling the player to talk to Mara.

Build a compact explorable valley approximately 190 by 190 world units, with gently undulating procedural terrain, a mostly flattened village center, a shallow river-like trench running roughly north-south around x=18, a dirt path leading from the village toward the woods, many simple conifer-like low-poly trees around the perimeter, scattered faceted rocks, and four small huts made from box-shaped walls with pyramidal thatched roofs and doors. Use collision against huts and rocks, world boundaries, and grounded character movement. The atmosphere should match the visible dark, muted screenshot: charcoal/navy ground and structures, deep green trees, warm brown roofs/wood, gray rocks, fog in the distance, and soft directional sunlight with ambient hemisphere lighting.

The core loop is: explore the village and forest edge, speak with the NPC Mara the Herbalist, collect three Moonleaf herbs outside the village, survive roaming bandits, and return to Mara for a reward. Place Mara near the village at approximately (-4, 6). Make her a green-clad stylized capsule-bodied humanoid with a skin-colored head, a small warm lantern light, and a floating golden quest marker above her. Her interaction distance is about 2.1 units. Press E near her: initially she gives the quest and says, “Bring me 3 Moonleaf from the woods. Bandits have been prowling.” The quest HUD changes to “Collect Moonleaf (0/3).” Once three are collected, the objective becomes “Return to Mara.” Speaking to her then completes the quest, awards 120 gold and 90 XP, removes the quest objective, and shows her reward dialogue. If approached before enough herbs, she reminds the player to bring three; after completion she has a brief safety message.

Place about ten glowing green faceted Moonleaf herb clusters in the woods, away from the village, river channel, and static obstacles. They should hover/bob subtly and rotate. Press E near the closest herb within about 2.1 units to collect it; remove it from the world, increment the Moonleaf count, show progress, and respawn additional herbs when the supply gets low so the world remains populated. Herbs collected before accepting the quest may be picked up but do not count toward the quest once the quest is started, because accepting the quest resets the tracked count to zero.

Spawn seven simple bandit enemies outside the village. Each is a red-clad capsule-bodied humanoid with a skin-colored head and a small wooden club. Bandits wander when idle, become aggressive when the player comes within 12 units, chase at about 4.1 units per second, attack in melee when within 1.7 units, and stop aggroing beyond 26 units. Their attacks deal 12 health damage with a short cooldown. Give each 45 HP. The player can defeat them with either close-range sword attacks or Firebolt spells; defeating one awards 35 XP and 12–25 gold, hides it temporarily, and respawns it at a random safe outer-valley location after roughly 6–14 seconds. Bandits should avoid huts and rocks.

Implement controls exactly: WASD moves relative to the player’s facing direction, with smooth turning toward travel direction; Shift sprints, increasing movement speed from about 4.4 to 7.0 while draining stamina; Space jumps with gravity and grounded collision; J performs a sword melee attack; Q casts a Firebolt; E interacts with Mara or picks up the nearest herb; I toggles the inventory panel; and R returns the player to the village. Prevent melee and spell actions while the inventory is open. Melee costs 16 stamina, has roughly a 0.45-second cooldown, and hits bandits in a forward cone of about 2 units, dealing 22 damage. Firebolt costs 12 mana, has a 0.35-second cooldown, and launches a bright orange/red glowing projectile forward with a little upward velocity; it travels for up to about 1.4 seconds, falls with gravity, disappears on ground impact, and deals 28 damage to a bandit on contact. Add simple synthesized feedback sounds for attacks, impacts, spell casting, pickups, dialogue, level-ups, and damage, with audio initialized after the first click or key press.

Use RPG stats initialized as: level 1, 0/100 XP, 0 gold, 100/100 health, 100/100 stamina, and 60/60 mana. Health, stamina, and mana should be shown continuously in the HUD. Stamina regenerates at about 10 per second when not sprinting and 4 per second while sprinting; mana regenerates at about 7.5 per second. Taking lethal damage should show a message that the player falls and wakes at the village shrine, then softly respawn them at the village with health, stamina, and mana restored. Resetting with R also returns to the village and restores those three resources, without resetting level, XP, gold, or quest progress. Awarding XP should support level-ups: subtract the current XP threshold, increase the level, raise the next threshold by approximately 18% plus 35, increase max health by 10, max stamina by 8, max mana by 6, and fully restore all resources, with a level-up message.

Create a translucent dark HUD panel in the upper-left showing Gold, Level, XP, Health, Stamina, Mana, and Quest. Show temporary contextual messages below those stats. Put a square translucent minimap in the upper-right, with the river, faint village area, rough hut/rock collider shapes, green herb dots, red bandit dots, a gold Mara dot, and a blue player dot. Put a lower-left help panel listing WASD movement, Shift sprint, Space jump, J melee, Q firebolt, E interaction, I inventory, R reset, and a small note to click once to enable audio. I should open a translucent inventory panel in the lower-right showing Gold, Moonleaf count, and the reminders that melee costs stamina, Firebolt costs mana, and sprint drains stamina. Keep the scene and UI clean, with no extra systems such as bows, stealth, equipment, skill trees, extra towns, interiors, or dialogue choices.

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