Arcade › Last Island
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Last Island was built by Ariya 4Game 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 Last Island 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.
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 3D god-game/sandbox titled “LAST ISLAND • GOD WORLD,” using Three.js or an equivalent WebGL engine. Show a large procedurally generated island world from a high, angled, mostly top-down perspective. The world is a 2600×1800 map represented by a 130×90 terrain grid, surrounded by deep blue water and containing irregular coastlines, shallow water, sandy beaches, green grass, darker forests, hills, gray mountains, snowy high peaks, and several winding blue rivers that run downhill from high terrain. Use soft shadows, a dark blue atmospheric fog, directional warm light plus cool ambient light, and a low-detail stylized 3D/isometric-like presentation. Scatter grass patches, trees in forest regions, flowers on grass, and rocks on hills/mountains. Use simple low-poly 3D models where available: trees, rocks, low-detail buildings, and an animated dragon; people should be simple tiny low-poly figures with a green cylindrical body, peach spherical head, and arms. Animals include sheep, deer, rabbits, wolves, and one dragon, roaming over valid land and turning when they encounter water. The initial camera is centered over the island, elevated and angled toward the middle, with smooth pan and zoom controls. This is an autonomous civilization simulation rather than a direct-control character game. On startup, generate four tribes at roughly four inland positions (fallback toward the center if a position is not land), named in the source data آذر, باران, سپهر, and کوهستان. Each tribe begins with a camp, 13 ordinary villagers assigned jobs (three farmers, two builders, one warrior, and other humans), and one king, for 14 people per tribe and 56 total initial people. Give tribes food, wood, stone, age, morale, territory radius, and a progression stage initially called قبیله (tribe). People wander around their tribe territory, farmers seek farms when available, and all people stay on land and animate with slight bobbing while walking. Tribes periodically gain resources and, after aging, autonomously build houses and farms nearby. Progress the tribe stage from قبیله to روستا at 22 people or 4 houses, then to شهر at 42 people or 9 houses. Allow population growth over time up to 65 members per tribe. Display the total live population, tribe count, building count, dragon count, and simulation day; the initial UI should show approximately 56 people, 4 tribes, 10 buildings (four camps plus six extra scattered houses), and 1 dragon. Populate approximately 95 land animals, avoiding mountains and snow when spawning, plus a dragon near the upper-central area of the island. The dragon should float slightly above the terrain and bob as it moves; if an external animated dragon asset is available, play its idle/flying animation. Buildings should be low-detail stylized structures, with initial camps at tribe centers and six additional houses randomly placed on land. The world and inhabitants continue simulating in real time, with day advancing every 35 seconds of simulation time. Overlay a dark translucent glassmorphism HUD with rounded corners and thin pale borders. The page background/UI should be very dark navy. At top left, show “🌍 LAST ISLAND • GOD WORLD.” At top right, show four compact statistics with icons and Persian labels: people (👥 مردم), tribes (🏕️ قبیله), buildings (🏠 ساختمان), and dragons (🐉 اژدها). On the left below the header, place a “قدرتهای خدا” (God Powers) panel with a two-column grid of eight buttons: “👆 انتخاب” (select, active by default), “🌲 جنگل” (forest), “💧 آب” (water), “⛰️ کوه” (mountain), “🔥 آتش” (fire), “☄️ شهاب” (meteor), “👤 انسان” (human), and “🐉 اژدها” (dragon). The active tool uses a blue-tinted highlight. On the right, include an information panel titled “🔎 اطلاعات” with the instruction “روی یک انسان، ساختمان یا قبیله بزن.” At the right edge, vertically stack rounded zoom buttons +, −, and a home icon ⌂. Along the bottom center, show rounded controls for pause (“⏸ توقف”), speed (“⚡ 1×”), a day label (“روز 1”), save (“💾 ذخیره”), and load (“↻ بارگذاری”). On narrow screens hide the information panel and later statistics as in a responsive mobile layout. Implement interaction by allowing mouse/touch drag on the world to pan the camera, wheel or pinch to zoom, and clicking the zoom buttons for zoom in, zoom out, or reset to the centered view. Use pointer capture and distinguish a click from a drag. Clicking the world with a selected god power applies that power at the clicked terrain location: forest adds a tree on land; water changes the clicked grid cell to water; mountain changes the cell to mountain height and can add a rock; fire removes nearby placed models and briefly creates an orange fire effect; meteor creates a temporary dark impact sphere and, after its delay, reduces the life value of nearby people; human spawns a new person on land and assigns them to the nearest tribe; dragon spawns another dragon. The select tool may remain the default no-op world tool, matching the original simple sandbox behavior. The pause button must toggle the simulation and change its text to “▶ ادامه” when paused. The speed button must cycle simulation speed through 1×, 2×, and 4×. Save should store the day, simulation time, tribes, people, and buildings in localStorage and show a Persian saved confirmation; load should reload the page when saved data exists. Keep all labels, buttons, and visible interface text in Persian except for the English title. Make the overall experience feel like a quiet, dark, stylized miniature world viewed by a powerful creator, with autonomous villagers, wildlife, terrain editing, and evolving settlements rather than combat-focused gameplay.