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Harbor of Fortune

  • 3d
  • third-person
  • adventure
  • pirate
  • questing
  • exploration
  • 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. Nolan Welch built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harbor of Fortune yet. Play it, then tell Nolan Welch what you would add next.

Make your own game

Harbor of Fortune was built by Nolan Welch 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 Harbor of Fortune 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 Harbor of Fortune

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 adventure prototype titled “Harbor of Fortune.” The player is a stylized low-poly pirate character arriving on a tropical island harbor with 0 gold and no ship. Use a behind-the-player over-the-shoulder/third-person camera that follows the player, with a bright sunny sky, blue ocean surrounding the island, soft fog, directional sunlight and shadows, and a colorful slightly toy-like pirate-kit visual style.

World layout: build a raised roughly circular tropical island with sandy beaches, green grassy/cliff terrain, a central harbor, and a wooden dock extending toward the ocean. The dock consists of several plank platforms and side branches, with vertical dock posts, sagging ropes, barrels, crates, cannons, pirate flags, and glowing lanterns. Place a Black Gull Tavern on the west/northwest side, a Harbor Office/tower and marketplace near the center, and a shipyard on the east side with a sawmill, lumber logs, a small shipwright shack labeled “Ship Seller,” and a hull nearby. Add palm trees around the beach and island perimeter, shoreline rocks, beach foam, animated gently rippling ocean, and a large ship plus small pirate ships visible offshore. Lanterns should softly pulse/glow. Populate the harbor with stationary stylized adult pirate, sailor, worker, and royal guard characters; some have floating name labels and the key NPCs have quest markers.

Player controls: keyboard WASD or arrow keys to move, Shift to run, Space to jump, and E to interact. Support mobile controls with a virtual movement stick and automatic jump button if the platform’s control system provides them. Player movement should include walking, running, jumping, gravity, landing, collision with the island/dock/buildings/stalls, and contextual idle/walk/run/jump character animations. Interaction is proximity-based: when close to an NPC or currently active quest item, show a bottom-center prompt such as “Talk to [name] — press E or tap below” or “Pick up [item]”, with a gold interaction button.

Core gameplay loop: explore the harbor, talk to locals to accept small jobs, locate marked objects, pick them up, return them to the correct NPC, and earn gold. Start all five quests as available, with quest markers/exclamation points on their givers. When a quest is accepted, make only its relevant item visible with a floating “Pick up” marker; after collection, hide the item and show a return/question marker at the correct turn-in NPC. Display short timed dialogue panels after accepting, finding an item, completing a quest, or talking to an NPC.

Implement these exact jobs and rewards:
1. “Deliver Harbor Supplies,” given by the Harbor Master near the dock, reward 8 gold. The marked Supply Crate is in the marketplace; pick it up and deliver it to the Shipwright at the shipyard.
2. “Find the Lost Tavern Mug,” given and turned in by the Tavern Keeper at the Black Gull Tavern, reward 6 gold. Find the brass Lost Tavern Mug on the beach near the palms.
3. “Recover the Merchant Ledger,” given and turned in by the Merchant at the market stalls, reward 7 gold. Find the brown Merchant Ledger near the dockside ropes/posts.
4. “Find the Shipwright Hammer,” given and turned in by the Shipwright near the shipyard, reward 5 gold. Find the hammer around the shipyard lumber/sawmill.
5. “Bring Back Lantern Oil,” given and turned in by the Royal Guard Captain near the tavern-side watch area, reward 5 gold. Find the small oil can near the watch post/path by the tavern hill.

Important NPCs and labels: Tavern Keeper, Merchant, Shipwright, Harbor Master, Royal Guard Captain, and a second Royal Guard. The second guard may also offer the lantern-oil quest contextually, while the Captain is the intended turn-in. Add ambient unlabeled pirates, sailors, and a harbor patrol. Give NPCs brief flavor dialogue when they have no active quest interaction. The Shipwright should explain that 30 gold buys a rough starter sloop; when the player reaches 30 gold, change the ship status to “Can afford a sloop,” but do not add sailing or ship purchase gameplay. If a ship were owned, support the status text “Sloop reserved,” but the starting state is always no ship.

HUD: use dark translucent rounded panels with light cream text. Top-left panel shows the title “Harbor of Fortune,” Gold with the current numeric total in yellow, Ship with “No ship” initially, and a controls hint for WASD/arrows, Shift, Space, and E. Top-right panel is “Quest Tracker,” showing either “Talk to the harbor folk to pick up work,” an active-job count, or the completed-job summary, followed by active/completed quest cards with objective text and yellow reward text such as “Reward: 8 gold.” Completed jobs should be marked in green. Show timed dialogue in a bottom-center dark panel above the interaction prompt. Keep the game focused on exploration, NPC conversation, item retrieval, and gold progression; there is no combat, wildlife threat, day/night cycle, sailing, or interior tavern gameplay in this slice. The intended progression goal is to complete jobs and reach 30 gold so the player can afford the future starter sloop.

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