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عالم مفتوح

  • 3d
  • first-person
  • exploration
  • open-world
  • 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. lolo rogari built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about عالم مفتوح yet. Play it, then tell lolo rogari what you would add next.

Make your own game

عالم مفتوح was built by lolo rogari 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 عالم مفتوح 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 عالم مفتوح

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 browser-based first-person 3D exploration game titled "عالم مفتوح" (Open World) using Three.js. The player is an invisible FPS avatar/camera moving through a large simple outdoor environment. Use a perspective first-person camera with mouse look, WASD movement, and Space to jump; movement speed is about 7.5 and gravity/jump physics should be present. The player starts at ground level near the center of a 400-by-400 flat square terrain, with the camera/player eye height around 1.7 units.

Outdoor presentation: render a bright light-blue sky background (#87ceeb) with matching distant fog, a dark muted green flat ground plane, ambient lighting, and a strong directional sunlight that casts shadows. Scatter approximately 35 low-poly trees, 20 rocks, and 60 small grass patches randomly across the broad terrain, while keeping the immediate spawn area clear. Use simple stylized low-poly nature assets or equivalent primitive models: varied tree silhouettes, irregular rock blocks, and grass clumps. Place one house model in the world at approximately (45, 0, 55), rotated slightly, and put a clearly visible red rectangular door/entry marker (about 1.5 wide by 2.5 high) at approximately (48.5, 1.5, 59.5). There is no combat, inventory, score, timer, health, or enemy system; the main goal is exploration and discovering the house entrance.

When the player comes within roughly 2.8 units of the red marker/door location, automatically teleport them into a separate oversized interior area rather than requiring a button press. Set an inside state and change the sky/background and fog to a dark blue-gray interior atmosphere (#2a2a3a), with much denser fog (roughly 8 to 45 units). The interior is a deliberately larger-than-expected, three-level house/room: construct a 24-by-24 room centered around x=503, z=12, with brown floor slabs and muted taupe/gray-brown walls, about 4.5 units high per level and roughly 0.5 wall thickness. Include walls around the ground floor, a ceiling/upper floor slab, and additional floor slabs at heights around 4.35 and 8.85, producing three stacked floors. The south wall should have a central opening/entry arrangement, with wall sections on either side.

Place warm point lights inside the structure (one around the ground floor and one around the upper level) to make the interior visibly lit. Add two stepped staircases using individual box steps, each about 14 steps, connecting the lower floor to the next levels. Populate the interior with simple furniture: a table and two chairs on the ground floor, plus one bed on the second floor and another bed on the third floor. On the top floor near the far side, show a conspicuous glowing green rectangular exit box/marker, approximately 2.5 wide and 3.2 high. The player must navigate the oversized three-floor interior and approach this green marker; when within roughly 2.5 units, automatically teleport them back outdoors near the house (around x=42, y=1.7, z=50), restore the bright sky and distant outdoor fog, clear the inside state, and show the outdoor objective again. The exit is likewise proximity-triggered, not an interact-button mechanic.

HUD/UI: put a small fixed instruction panel in the upper-left corner, with white Arabic text on a translucent black rounded rectangle, matching the screenshot. Initially display: "WASD للتحرك • الماوس للنظر • Space للقفز" followed by a second line telling the player to go to the red marker near the house to enter (and indicating the interior is large). After entering, update it to Arabic text equivalent to: "داخل البيت الكبير! (3 طوابق)" and "ابحث عن الصندوق الأخضر في الطابق العلوي للخروج". After exiting, restore the outdoor instruction. Keep the UI non-interactive and overlayed on the canvas. The overall art direction should be sparse, low-poly, exploratory, and uncluttered, with a large empty horizon, simple colored geometry, fog, and no extra gameplay systems beyond entering and exiting the house.

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