Arcade › Elephant Simulator
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Omar Ahmed built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Elephant Simulator yet. Play it, then tell Omar Ahmed what you would add next.
Elephant Simulator was built by Omar Ahmed 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 Elephant Simulator 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 playable 3D third-person elephant simulator titled “Elephant Simulator.” Use Three.js-style rendering with a perspective camera following the elephant from roughly 9 units behind, a large flat square grassy world, soft shadows, fog, and a simple naturalistic low-poly/asset-based look. The player is a fully modeled elephant placed at the world origin, with idle, walk/run, eat, and dance animations. The elephant should cast and receive shadows and move across the terrain with WASD on desktop or drag/touch controls on mobile; do not allow jumping. Keep the camera following the player as they explore. World and visuals: use a broad 120x120 green ground plane, directional sunlight and a blue-sky/green-ground hemisphere light, with olive-green distance fog. Place one circular blue pond with slight transparency in the world. In Savanna habitat, put the pond around (18,12), approximately radius 8, and scatter several trees, flat rocks, and about 22 grass clumps around the terrain while avoiding the pond and starting area. Use roughly seven trees and four rocks at varied positions, scales, and rotations. In Forest habitat, darken the ground substantially, move the pond to around (-22,-8), use roughly eight trees and four rocks at a different set of positions, and scatter about 26 grass clumps. Use natural tree, grass, rock, pond, and elephant 3D assets; randomize prop scale/rotation slightly so the environment is not perfectly uniform. Gameplay loop: start with hunger=100, thirst=100, and score=0. Hunger and thirst continuously drain over time (thirst drains slightly faster). Eating or drinking is performed with the HUD buttons: EAT checks for nearby grass within about 6 world units; if grass is nearby, increase hunger by 22 and remove one grass clump, otherwise increase hunger by 12 without requiring a resource. DRINK checks distance to the current pond; within about 11 units, increase thirst by 28, otherwise increase it by 5. Clamp both needs to 100 and never below zero. When both hunger and thirst are above 70, steadily increase the score by about 1.5 points per second; show the integer score. EAT should trigger the elephant eat animation, DRINK can reuse that animation as a drinking gesture, and ROAR should trigger the elephant’s dance/gesture animation for about 1.8 seconds before returning to idle. Movement should automatically switch between walk/run animation while moving and idle when stopped. Add a fixed, responsive HUD over the game. At the top, show two dark translucent rounded stat panels labeled “Hunger” and “Thirst,” each with a horizontal bar: hunger is orange/peach and thirst is blue. Also show a compact Score panel with the current integer score. Below that, provide species selection buttons on the left labeled “African,” “Asian,” and “Forest,” with African selected initially using the orange active style. Provide habitat buttons on the right labeled “Savanna” and “Forest,” with Savanna selected initially. At the bottom center, show three large dark-green rounded buttons labeled “EAT,” “DRINK,” and “ROAR.” Above them, show the hint text “WASD / Drag to move • Tap actions near grass or water.” Buttons should have white text, subtle shadows, and a pressed scale-down effect. Species selection changes the elephant’s appearance and movement: African is the largest/default form (scale about 2.0, light gray tint) and speed about 6.8; Asian is smaller (scale about 1.6, pale beige tint) and speed about 7.8; Forest is smallest (scale about 1.3, muted gray-green tint) and speed about 8.4. Rebuild the habitat when changing Savanna/Forest, and keep the selected button state visually indicated. Also support keyboard shortcuts E for eat, D for drink, and Space for roar. Preserve the clean dark-green full-screen presentation, hide page overflow, and make the controls usable on narrow portrait/mobile screens.