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Legacy Evolved

  • 3d
  • fps
  • shooter
  • hunting
  • low-poly
  • jungle
  • dinosaur
  • arcade
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. brandon perez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Legacy Evolved yet. Play it, then tell brandon perez what you would add next.

Make your own game

Legacy Evolved was built by brandon perez 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 Legacy Evolved 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 Legacy Evolved

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-playable low-poly first-person hunting shooter titled “Legacy Evolved” (the in-game title may also be presented as “Dino Hunter: Legacy Evolved”). Use a dark, stylized Three.js-like 3D presentation with a deep green-black sky/background, distance fog, simple low-poly geometry, soft ambient and directional lighting, and a muted jungle palette. The player is an unseen hunter standing in a large flat outdoor Sector Delta environment: a dark green ground plane crossed by a wide brown/muddy trail, scattered blocky low-poly trees with chunky green cube foliage and brown trunks, and several simple gray rocks. Place the camera at eye level in FPS perspective with a small white “+” crosshair fixed at screen center. Show a large pale gray-green tactical/sniper rifle as a first-person weapon model in the lower-right foreground; it should subtly recoil or move forward briefly when firing.

The core objective is the active contract shown in the HUD: kill 5 dinosaur predators. Spawn five stylized low-poly raptors in the jungle at positions distributed along and beside the trail. Build each raptor from primitive meshes: a rounded elongated green body, angled neck, blocky head, lighter jaw/belly details, long tapered tail, two legs with feet, and two bright yellow/orange eyes. The head and eyes are weak points: raycast shots that hit these parts deal 68 damage and count as critical hits; other body hits deal 34 damage. Each raptor starts with 100 health. On a successful hit, briefly animate the crosshair and show a notification such as “IMPACTO CRÍTICO · cabeza” for a head/eye hit or “Impacto confirmado” for a normal hit. When a raptor dies, remove it, increment kills, award 140 credits for a critical finishing hit or 100 credits otherwise, and show a kill notification. On reaching five kills, award an additional 500 credits and change the mission text to indicate the contract is completed.

Give the five predators simple autonomous behavior. While farther than 15 units from the player they patrol/wander around their original spawn position using gentle sinusoidal movement. Within 15 units they become alert and move toward the player; rotate them toward their movement direction. When within roughly 3.2 units, attack on a cooldown of about 1.2 seconds, reducing player integrity by 12 and showing a warning like “¡Ataque! Busca cobertura”. If integrity reaches zero, restore it to 100, teleport the player back to the starting/extraction position, and display a wounded/retreat notification. Do not add invented weapons, bosses, inventory systems, or extra mission types.

Implement player movement in first person with WASD on desktop, mouse look, jumping with Space, gravity, and normal collision with the ground. Left mouse click fires the rifle toward the center crosshair using a raycast. Start with 12 rounds. Each shot consumes one round and cannot fire at zero; R performs a tactical reload back to 12 rounds, and Space also reloads if the magazine is empty (while otherwise functioning as jump). Show an “empty reload” notification when attempting to fire with no ammunition. Support the intended mobile scheme: a left virtual joystick moves, dragging the screen looks around, and tapping fires.

Create a Spanish glassmorphism HUD matching the reference: top-left rounded translucent dark green panel with the uppercase label “CONTRATO ACTIVO · SECTOR DELTA”, bold objective “Abate 5 depredadores”, and the hint “Los impactos a la cabeza hacen daño crítico.”; top-right rounded panel with “CRÉDITOS” and the current credit count, “BAJAS” with kills formatted “0/5”, and “INTEGRIDAD” above a horizontal red health meter; bottom-left rounded panel labeled “RIFLE TÁCTICO” showing “Munición 12 · Daño 34” with the damage number highlighted warm yellow and the hint “WASD / joystick · Espacio salta · Click dispara”; bottom-right mobile help text reading “En móvil: joystick izquierdo para moverte, arrastra la pantalla para mirar y toca para disparar.” Use small uppercase letter-spaced labels, pale green/white text, rounded borders, subtle shadows, and translucent dark green panels. Place temporary centered toast notifications near the upper-middle of the view. Keep the scene quiet and sparse, with the foggy forest trail and rifle dominating the visual composition.

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