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Port Royal Prototype

  • 3d
  • exploration
  • adventure
  • low-poly
  • pirate
  • harbor
  • prototype
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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. biloldin mirzajonov built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Port Royal Prototype was built by biloldin mirzajonov with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

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Read the build brief for Port Royal Prototype

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-playable low-poly 3D third-person harbor exploration prototype titled “Port Royal Prototype,” with the opening scenario “PORT ROYAL — FIRST DAY.” The player starts in a small Port Royal harbor district with 12 coins, no ship, and a goal to find work around the docks. Use a Three.js-style perspective camera with soft shadows, fog, warm directional sunlight, blue sky, and a stylized low-poly pirate/colonial environment. The default camera is third-person, positioned behind and above the player at roughly 7.5 units distance; support a first-person mode that hides the player model and places the camera around head height. Let the player rotate/look with mouse dragging and move with WASD or arrow keys, run while holding Shift, jump with Space, interact with E, and switch camera modes with V or the on-screen camera button. Include a Save button that stores progress locally in the browser and displays a short confirmation message.

Build the world as a compact harbor district on a broad brown/tan ground plane. A darker main street/plaza runs through the settlement, with a dock approach leading toward the water. Place a blue-green harbor-water area along the far side, wooden docks/pier structures extending toward it, and a small anchored pirate sloop offshore. Populate the port with simple low-poly pirate-kit-style buildings and props: several small houses/warehouses around the street and dock, a tavern/inn area, multiple cargo barrels near the dock, market stalls with contrasting colored bodies and roofs, dark port lantern posts, palm trees around the outskirts, and a simple bed inside/near the inn. The overall visual language should be deliberately prototype-like: simplified geometry, muted earth tones, blue water and sky, warm lighting, visible shadows, and atmospheric fog rather than detailed realism.

Use a simple sailor/player character model when available, with a capsule-like fallback silhouette while assets load. Place the player at the beginning of the street/plaza around the center of the district. Add an NPC named Elias, the dockmaster, near the docks. Elias is a humanoid dock worker who idles/animates and gently wanders in a small area. When the player approaches him, show an interaction prompt such as “Press E to talk to Elias, the dockmaster.” On first interaction, Elias assigns the only job in the prototype: take a marked cargo crate to the warehouse marker, saying that it is not glamorous but is a start. Set the job objective in the HUD to “Job: deliver the cargo crate.”

Place a clearly marked cargo crate near the dock/warehouse approach. When the player with an active job approaches the crate and presses E, complete the delivery, award 8 coins (raising the starting total from 12 to 20), clear the active job, set the objective to “Job complete,” and show the message “Cargo delivered. Eight coins — small work, honest pay.” If the player interacts with the crate before accepting Elias’s job, show that it is marked for the dockmaster and do not award money. If the player talks to Elias after completing the job, show a congratulatory line about showing up on time; if the job is active, remind the player that the crate is east of the dock. Also make the bed interactable: near it show “Press E to sleep until morning,” and on interaction set the time to approximately 07:12 and display a message that the player rents a narrow bed above the tavern and wakes with the port already moving.

Implement a continuous time-of-day clock beginning around 09:12 and advancing slowly. Display the current time as HH:MM and dynamically adjust the sun direction/intensity, sky color, fog, hemisphere fill, and warm horizon light as time passes, while retaining the bright warm daytime look shown in the reference. The anchored ship, buildings, stalls, barrels, lanterns, palms, water, docks, and player/NPC should cast or receive soft shadows where appropriate.

Create a fixed dark translucent HUD over the game. In the upper-left, show a rounded panel with gold title text “PORT ROYAL — FIRST DAY,” muted subtitle “Harbor district prototype,” and status lines for “Coins: 12” initially, “Time: 09:12” initially, the current camera mode (“third person” or “first person”), and the current objective (“Find work around the docks,” then the active delivery objective, then “Job complete”). Include a small instructional line in the panel: “Start: find Elias by the dock · Work: deliver the marked crate.” In the upper-right, place buttons labeled “First person” initially and “Save.” The camera button should toggle its label to “Third person” while in first-person mode. Near the bottom center, show a rounded interaction prompt only when the player is close enough to Elias, the crate, or the bed. Along the bottom, show timed dialogue/message text in a wide dark rounded box. At the bottom-left, show the control legend: “WASD / arrows move · Shift run · Space jump · E interact · V camera · mouse drag look.” Start the game with the timed introductory message: “You arrive in Port Royal with twelve coins and no ship. Walk the docks, talk to Elias, and find your first bit of work.”

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