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Nova Bay

  • 3d
  • third-person
  • open-world
  • exploration
  • mission
  • low-poly
  • city
  • narrative
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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. Léo Beaumont built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Nova Bay yet. Play it, then tell Léo Beaumont what you would add next.

Make your own game

Nova Bay was built by Léo Beaumont 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 Nova Bay 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 Nova Bay

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 urban exploration game titled “Nova Bay: First Light,” with French-language HUD text. Use a stylized low-poly/procedural city made from simple box and capsule geometry, rendered with soft shadows, ambient hemisphere lighting, a warm directional sun, blue atmospheric fog, and a sky/background that subtly changes with the in-game time. The player is Alex Rivera, a small stylized human avatar with a blue capsule-like body, tan spherical head, dark hair cap, and orange shoulder bag. Start Alex at the center of the city at 08:00, with full health and endurance, 
20, reputation 0, and zero wanted stars. World and camera: build a broad green ground plane with a grid of dark roads crossing north-south and east-west, thin yellow road center stripes, pale sidewalk blocks, and a blue coastal water area on the east/southeast side. Add a handful of blocky city buildings with distinct districts and colors: a tall blue Cobalt Tower, a brown Harbor Arcade, reddish Sunset Residences, gray Workshop Row, and several smaller mid-rise buildings. Include a couple of imported/procedural commercial building props and two parked sports sedans if assets are available, but preserve the simple low-poly appearance. Use a third-person follow camera about 7 units behind the player with a perspective view; support walking, running, jumping, gravity, and collision against buildings/terrain. Controls should be WASD or arrow keys to move, Shift to run, E to interact, M to manually save, and P to show a pause/help toast. Populate the city with five lightweight wandering NPCs, including Mira Solano, Oren Bell, Tess Marlow, Juno Kai, and Bex Ramires. Give them simple capsule bodies, spherical heads, varied clothing colors, and slow wandering motion. Add four simple box-model traffic cars that continuously travel horizontally along roads and wrap around when they leave the city. Place a cyan glowing ring-and-beam mission marker at Mira’s location near (-12,-10), and an orange glowing ring-and-beam side-job marker at Oren’s location near (20,12). Markers should be visible in the world and represented on the minimap. Implement the actual mission progression: the initial objective is “Retrouver Mira près du kiosque de transit.” When Alex presses E within roughly 2.2 units of Mira’s cyan marker, advance to “Apporter le module solaire à l’atelier du port.”, increase reputation by 2, and show Mira’s dialogue toast: “Mira : « Le port a besoin d’un module solaire. Tu peux le livrer ? »”. On a later interaction at the same Mira marker while stage 1 is active, complete the delivery, advance to “Première journée terminée — explore Nova Bay.”, award
40 and +8 reputation, and show a completion toast. Once the main mission is complete, interacting with Mira gives her follow-up line “Mira : « Nova Bay est vaste. Garde les yeux ouverts. »”. The orange side marker can be completed once by pressing E within range, awarding $90 and +3 reputation and showing “Colis remis à Oren — +$90, réputation +3.” After it is done, do not award it again. Use proximity interaction only; there is no combat or inventory system shown in the source mechanics. Player simulation: track health (initially 100), endurance/stamina (initially 100), money, reputation, wanted level from 0 to 3, and a clock. Running drains endurance at about 12 per second and normal movement or standing restores it at about 8 per second. Advance time continuously, approximately 0.035 in-game hours per real-time second, starting at 08:00, and display it as HH:MM. Wanted stars can slowly decay if above zero, although no mechanic in the prototype raises them. Health is displayed but is not reduced by the implemented interactions. Automatically save approximately every 30 seconds and after interactions; store all tracked values plus Alex’s position in localStorage. M should save immediately and show “Sauvegarde automatique effectuée.” Loading an existing save should restore the same state and show “Sauvegarde de Nova Bay chargée.” HUD: overlay a dark navy, translucent, rounded-corner sci-fi interface with thin blue borders and subtle blur/shadows. At top left show a pill labeled “NOVA BAY / FIRST LIGHT”. At top right show a stats card with “ALEX RIVERA,” the clock, pink SANTÉ bar, green ENDURANCE bar, ARGENT, RÉPUTATION, and RECHERCHE represented by three filled/empty star characters. At upper left below the brand show a mission card labeled “MISSION PRINCIPALE” and the current objective in bold. At bottom left show a square rounded minimap: dark blue map background, pale vertical and horizontal road bands, a southeast PORT water block, labels CENTRE, RÉSIDENCE, and PORT, a cyan mission dot, orange secondary dot, and yellow player dot whose position tracks Alex. At the bottom center show “WASD / flèches pour marcher · Shift pour courir · E pour interagir · M pour sauvegarder”. At bottom right show “Prototype jouable · Ville originale · Sauvegarde locale”. Centered toast notifications should fade in for dialogue, mission rewards, saves, and the P pause/help message “Pause : utilise M pour sauvegarder, E pour interagir.” Keep the interface in French, with the dark navy/ice-blue visual language visible in the reference screenshot, while the 3D world uses daylight blues, green ground, gray roads, colorful buildings, and glowing cyan/orange mission markers.

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