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Oda

  • 3d
  • first-person
  • exploration
  • cozy
  • interactive
  • room
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. mrt_2jnoo07x built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Oda yet. Play it, then tell mrt_2jnoo07x what you would add next.

Make your own game

Oda was built by mrt_2jnoo07x 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 Oda 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 Oda

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 first-person 3D exploration game titled “Oda 01” (Turkish for “Room”). The player explores a single enclosed, furnished bedroom/room from an FPS camera. Use a dark, atmospheric stylized low-poly/asset-pack look with soft shadows, cool blue ambient tones, warm orange ceiling lighting, blue light from the computer, and a dark navy-gray background/fog. The room has a wooden floor, gray-blue walls and ceiling, a large blue rug in the center, a wide blue-glowing window with wooden/golden trim and short curtains on the back wall, a reddish wall poster, and a front-wall doorway opening with trim.

Populate the room with exactly the visible/implemented furnishing concepts: a bed at the back-left, a bedside table and table lamp beside it, a desk at the back-right with a computer monitor, keyboard, and mouse, a desk chair, a standing floor lamp, a reading armchair on the left side of the rug, a TV and TV cabinet on the right wall, a wooden sideboard with drawers and a small vase/green leaves, and a small bookshelf with shelves and several colored books. These can use comparable simple furniture models, with cast and receive shadows. Keep the layout spacious enough for walking and match the code’s approximate placement: bed around (-3.65, -2.9), desk around (2.25, -3.35), armchair around (-3.8, .85), floor lamp around (-1.1, -3.35), TV on the right around (4.2, .1), sideboard around (4.25, 2.3), and bookshelf on the left around (-4.8, 1.4), in a room roughly 12 by 10 units.

Controls and camera: first-person perspective with mouse look, WASD or arrow keys to move, Shift to run, Space to jump, and E to interact with the object under the center crosshair. Clicking the canvas should capture the mouse pointer. Use collision against the room architecture so the player remains inside. Start the player near the front doorway at approximately (0, .22, 3.8), with gravity and jumping. The player can look at interactable furniture within about 3.6 units; show a contextual prompt below the crosshair such as “E · bed” or “E · computer monitor,” and hide it when nothing is in range.

Implement these exact interactions and state changes: looking at the bed displays “Yatağın üstü dağınık ama rahat görünüyor.”; bedside table displays “Komodin çekmecesi kapalı.”; desk displays “Çalışma masası. Eşyalar düzenli duruyor.”; desk chair displays “Sandalye: oturmak için hazır.”; reading armchair displays “Koltuk: odanın okuma köşesi.”; keyboard displays “Klavye: tuşlara basınca ekranın ışığı tepki veriyor.”; mouse displays “Mouse burada.”; TV cabinet displays “TV dolabı.”. The computer monitor toggles the computer blue glow and reports “Bilgisayar açıldı.” or “Bilgisayar kapatıldı.”. The floor lamp and table lamp toggle the room’s warm ceiling/lamp lighting and report “Lamba açıldı.” or “Lamba kapatıldı.”. The television toggles an on/off state and reports “Televizyon açıldı.” or “Televizyon kapatıldı.” (the implemented TV state is informational; do not invent a screen animation if not supported). Start with lamp and computer on, TV off. Display the latest interaction message in a bottom-center pill.

HUD must be minimal and overlay the 3D view: top-left translucent dark rounded panel with the title “ODA 01” and Turkish instructions: “WASD / oklar: hareket”, “Mouse: bakış · Shift: koş · Space: zıpla”, and “E: baktığın nesneyle etkileş”. Place a small glowing white plus-shaped crosshair at the exact center. Put the contextual E/object prompt just below it. At the bottom center show the initial instruction in a rounded translucent pill: “Odayı incele — nesnelerin üstüne gelip E'ye bas.” Use responsive sizing for smaller screens. There is no score, combat, inventory, timer, enemies, or win condition: the goal is simply to walk around and inspect the room and its objects.

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