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Field Stand

  • 3d
  • first-person
  • hunting
  • stealth
  • simulation
  • arcade
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. James Penn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Field Stand yet. Play it, then tell James Penn what you would add next.

Make your own game

Field Stand was built by James Penn 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 Field Stand 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 Field Stand

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 first-person hunting game titled “Field Stand.” The player begins behind a start overlay with the title, a description of hunting from an elevated tree stand over open fields, and an “Enter Tree Stand” button. Clicking the button starts the game and locks the mouse pointer for looking. Build the game as a low-poly 3D Three.js-style scene viewed through a perspective first-person camera: an open green field made from tiled grass and path/headland tiles, crop-row/tall-grass clumps across the central field, and a sparse ring of assorted distant oak and pine trees around the boundary. Use warm low-morning sunlight, soft shadows, green/yellow natural colors, atmospheric fog, and a dark green HUD overlay. Place the player on an elevated wooden tree stand at approximately the back edge of the field, with a wooden tower, viewing platform, and ladder. The player’s movement is deliberately limited to a small area on the stand (roughly a 1.7 by 1.7 meter platform), so they can shift position and scan the fields but cannot walk around the whole terrain. Show a low-poly rifle model attached in the lower-right foreground. Four animated stag/deer are distributed around the open field and crop rows. Use deer animations/actions for idle/eating, walking, galloping, and death. One deer starts grazing; the others wander between random field targets. Deer should turn and move naturally toward their targets, staying within the open playable field. The core goal is to harvest one living deer with a single clean rifle shot before time or ammunition runs out. Start with 5 rounds loaded, 10 reserve rounds, a 5-round clip, a 180-second timer, and score 0. Left mouse fires, consuming one loaded round and producing a procedural rifle report, muzzle-shot/noise state, recoil, and a tighter/decreased rifle sight view only if aiming. Use a center-screen raycast to determine hits: a shot is successful when its ray passes sufficiently close to a living deer; right-mouse aiming down sights makes the hit tolerance more forgiving and changes the camera field of view from about 72 degrees to 42 degrees, while the normal crosshair is larger and aiming shrinks/fades it. On a successful hit, play the deer death animation, award a score based on remaining time and remaining ammunition (base 1000 plus time and ammo bonuses), then shortly show “HUNT COMPLETE — Clean shot. You harvested a stag.” and the final score. Misses display a message that the deer heard the shot and are fleeing.

Implement deer awareness and stealth. The player’s noise depends on movement: standing is loudest, Shift enables a slower walk with reduced noise, and Ctrl enables crouching with still lower noise and a lower camera height. Walking generates grass footstep sounds and nearby deer can react. Deer flee when the player is close, when movement noise is high, when the player is upwind according to the current wind direction, or immediately after a gunshot. Gunshots make all living deer flee/gallop for several seconds toward clamped field targets; close movement can also trigger fleeing. Deer otherwise alternate between wandering and grazing. Display a randomly selected cardinal/intercardinal wind direction in the HUD with an arrow, and use it for the scent/upwind reaction; the wind display can remain fixed for the hunt.

Controls: WASD moves within the stand; mouse movement looks around after pointer lock; Shift is slow walk; Ctrl is crouch; right mouse holds aim down sights; left mouse fires; R begins a timed reload of about 1.55 seconds, transferring enough reserve rounds to refill the 5-round clip. Do not allow firing during reload or after game over. If the loaded and reserve ammunition are exhausted without a successful harvest, end the hunt in failure; also fail when the 180-second timer reaches zero. Show a restart button after either outcome and exit pointer lock. Include a center crosshair, and a temporary centered message area for instructions, reload notices, misses, and results.

The fixed HUD should be readable over the scene: upper-left dark translucent panel showing “Ammo: loaded / reserve,” countdown “Timer: M:SS,” and “Score”; upper-right panel showing “Wind: direction ➜,” a noise label that changes among “Silent,” “Soft,” “Loud,” and “Shot/Flee,” and “Stance: Standing,” “Slow walk,” or “Crouched.” Color low ammo and low time as danger/red and healthy values green. At the bottom center show the controls hint: “Mouse look • WASD shift on the stand • Ctrl crouch • Right mouse aim • Left fire • R reload.” Use asset-based low-poly nature/animal/weapon models in the style of Kenney Nature Kit, Quaternius Ultimate Animated Animals stag, and a Quaternius rifle, with procedural gunshot audio and a grass footstep sound. Keep the tone quiet, tense, and sparse: the player remains elevated, reads wind/noise information, watches moving or grazing deer in crop rows, and attempts one accurate shot.

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