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Ilha do Coco

  • 3d
  • exploration
  • sandbox
  • tropical
  • third-person
  • 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. abolfazl1656pp built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ilha do Coco yet. Play it, then tell abolfazl1656pp what you would add next.

Make your own game

Ilha do Coco was built by abolfazl1656pp 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 Ilha do Coco 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 Ilha do Coco

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-based third-person 3D exploration game titled “Ilha do Coco” using Three.js or an equivalent WebGL engine. The game is a free-roaming tropical island sandbox with no missions, enemies, collectibles, score, health, inventory, or HUD; the entire screen is the rendered world.

World and camera: Use a perspective third-person camera following a simple player avatar from roughly 8 units behind/above it. The camera can orbit around the player by dragging the mouse/pointer on the canvas: horizontal drag changes yaw and vertical drag changes pitch, clamped so the camera stays at a useful over-the-shoulder/behind view. Initially place the player near the edge of the island and aim the camera toward the island. Use distance fog so the island fades into the atmosphere. Render a large stylized gradient sky dome: deep saturated blue overhead, warm orange/yellow near the horizon, with a warm sunset-like overall appearance. Use soft shadows, a warm directional sun from above/front, and a cool sky-ground hemisphere fill light.

Environment: Surround the island with a large animated ocean plane. Make the ocean blue-teal, slightly transparent and reflective-looking, with subtle continuously moving waves generated by several overlapping sine waves across a subdivided grid. Place it slightly below the island shoreline. Build a roughly circular, raised island terrain from a subdivided 44-by-44 plane with a maximum radius around 19 units. The terrain should dome upward toward the center and slope down toward the shore, with small random height variation. Use vertex colors/material variation: dark-to-medium tropical green vegetation/grass toward the interior, transitioning through earthy green/brown slopes to pale tan sandy edges. Outside the island radius, the terrain should drop well below the surface and blend with the surrounding ocean. Keep the walkable island bounded to about an 18-unit radius so the player cannot leave it.

Vegetation and props: Scatter approximately 28 low-poly palm trees around the island, mostly several units away from the center and within the island. Each palm has a slim, faceted brown cylindrical trunk, with a mix of about 2- and 3-unit heights, and a crown made from multiple flat, elongated green frond planes radiating in different directions, with a few lower angled fronds. Scatter about 35 small low-poly rounded green bushes throughout the island, using flattened faceted sphere shapes. Add about 20 small gray-brown faceted/dodecahedron rocks around the outer island area, with varied sizes, rotations, and positions. All vegetation and rocks should cast soft shadows where supported.

Player: Represent the avatar as a bright blue rectangular box, approximately 0.8 wide, 1.6 high, and 0.8 deep, positioned near the island edge at the start. Add a small orange-red low-poly cone hat on top of the box. The player casts a shadow and rotates smoothly to face the direction of travel. Do not add a character face, limbs, weapons, or UI labels.

Controls and movement: Support WASD and arrow keys for movement relative to the camera yaw: W/up moves forward, S/down backward, A/left strafe left, and D/right strafe right. Normal movement speed is about 7 units per second; holding either Shift key boosts it to about 11. Smoothly accelerate toward the requested horizontal velocity and damp horizontal velocity when input stops. Use gravity around -25 and allow jumping with Space only while grounded, with an upward jump speed around 8. The player should land on the island terrain using downward ground detection/raycasting, remain at terrain height, and be constrained to the circular island boundary (about radius 18). If falling below the world, reset the player to a safe low position. Smoothly rotate the avatar toward its actual horizontal movement direction.

Visual style: low-poly, colorful, clean and slightly toy-like tropical 3D art, with faceted geometry, warm sunset lighting, strong but soft silhouettes, animated water, atmospheric fog, and no menus or overlay HUD. The only interaction is movement, jumping, and pointer camera orbiting. Ensure it runs full-screen in a responsive canvas with no page scrolling.

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