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High Plains

  • 3d
  • first-person
  • western
  • shooter
  • survival
  • browser
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. Mary Lock built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about High Plains yet. Play it, then tell Mary Lock what you would add next.

Make your own game

High Plains was built by Mary Lock 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 High Plains 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 High Plains

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 browser-playable 3D first-person western survival shooter titled “High Plains.” Use Three.js-style rendering with a 72-degree first-person camera, pointer lock mouse look, antialiased shadows, ACES-style filmic tone mapping, exponential atmospheric fog, and a warm cinematic golden-hour palette. The player starts on foot at the edge of a frontier valley/ranch road, in a rolling desert landscape bounded roughly to a 220-by-220 playable area. Build the terrain from a subdivided plane with gentle procedural broad and medium undulations, a shallow road depression, and a flatter ranch area. Use muted realistic earth tones: ochre/tan ground, blue-gray upper sky fading through orange-peach at the horizon, and brown wooden structures. Populate the valley with several simple ranch buildings (box-shaped wood buildings with darker flat roofs and small porches), long post-and-rail fences, scattered low-poly rocks, and saguaro-like green cacti. Distant rows of large rocks/mesas should fade into the fog. Enable soft directional sunlight/shadows and ambient hemisphere lighting for an atmospheric western scene.

The player is represented in first person and carries a visible low-poly revolver in the lower-right foreground: dark metal cylinder, frame and barrel, brown angled grip, with a small muzzle-flash glow on firing. Implement WASD movement, mouse look while pointer-locked, Shift as a 1.45x movement speed boost, R to reload, left click to fire, Escape/browser pointer-lock release to pause, and Space to restart after defeat. Add subtle walking camera bob. Prevent movement through buildings, rocks, cacti, and the world bounds using simple circle/box collision and keep the camera at terrain height plus a 1.7-unit eye height.

The revolver has a six-round magazine and reserve ammunition. Start with health 100, ammo 6/6 and 30 reserve rounds. Firing consumes one round, has a short cooldown, applies a small recoil kick to the weapon, briefly shows a warm muzzle flash, and uses a center-screen raycast from the crosshair to hit enemies. If the magazine is empty, play an empty-click response and begin reloading; R also begins a timed 1.1-second reload, transferring only enough reserve ammunition to fill the six-round cylinder. Display a small pale crosshair at screen center.

Spawn stylized low-poly outlaw bandits around the player at distances of about 22–56 units. Each bandit is a simple humanoid made from boxes/cylinders: dark brown or blue-gray coat torso, skin-colored block head, black/brown cylindrical cowboy hat with brim, dark legs and arms. Give each three health points; head-area hits deal 2 damage and other hits deal 1. Award 15 score per successful hit and an additional 60 when a bandit dies. Bandits initially roam with a gentle patrol motion, become alerted within 18 units or when shot, then chase the player over the terrain. When within 1.6 units they attack on a cooldown, dealing 12 health damage. Start with three bandits and periodically spawn more every roughly 3.5–6 seconds up to eight active enemies. On death, stop gameplay, release pointer lock, and show a dark centered overlay stating that the player was overrun and the final score, with a “Ride Again” restart button; Space should also restart.

Place rotating floating cube pickups around the ranch road: green health pickups restore 25 health up to 100, and brown/gold ammo pickups add 12 reserve rounds. Start with one of each, occasionally drop one from defeated bandits, and spawn additional pickups periodically up to four. Make them bob slightly above the ground and disappear on contact.

Create a restrained HUD over the scene with three translucent dark panels at the top: left shows “Health 100” and “Ammo 6 / 30”; center shows the title “High Plains” and “Score 0 · Bandits 3”; right shows “Frontier Valley” and “Click to ride in.” Use an elegant Georgia/serif style, cream text, subtle text shadows, rounded dark translucent panels, and a thin pale crosshair. Before starting, show a full-screen translucent dark overlay with a centered panel titled “High Plains,” the description “A more grounded first-person western scene,” the controls “WASD move · Mouse aim · Click fire · R reload · Shift move faster,” and a note to click the button then click the game to lock the view. Use a warm tan gradient button labeled “Enter the Valley.” Clicking it should request pointer lock and begin play; losing pointer lock during normal play should pause and show the overlay again. Include simple synthesized sound feedback for gunshots, hits, damage, pickups/reload, and empty firing if audio is available, but keep the game playable without it. The overall result should feel like a focused, grounded western combat vignette rather than an arcade arena or open-world game.

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