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Project Aether

  • 3d
  • third-person
  • exploration
  • fantasy
  • low-poly
  • magic
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. Clovis coulibaly built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Project Aether yet. Play it, then tell Clovis coulibaly what you would add next.

Make your own game

Project Aether was built by Clovis coulibaly 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 Project Aether 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 Project Aether

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 third-person 3D exploration game titled “Project Aether,” with the subtitle “Frontier of the Blue Flame.” Use a dark navy atmospheric world with fog, cool blue lighting, and a low-poly stylized fantasy look. The player is a humanoid warrior avatar loaded as a rigged fantasy/RPG character, standing in a large open explorable terrain. Place the player initially at approximately the center of the world, on or near a circular ancient-looking path: the ground is a broad flat dark teal-green plane, and the path is a flattened gray-brown circular area. Surround the area with distant faceted cone-like mountains/hills in muted blue-green shades, scattered low-poly trees, and large low-poly rocks. Include a small stone ruin complex toward one side of the clearing: blocky pale gray walls, two tall pillars, an arch lintel, stepped blocks, and a glowing cyan circular rune on the ground in front of it. Use soft shadows, a bright cool directional key light, blue sky fill, and distance fog so the environment fades into the dark blue background.

Use a smooth over-the-shoulder/third-person camera that follows and looks toward the warrior, with a perspective field of view around 58 degrees and a follow distance of roughly 7 units. Support keyboard movement with WASD and arrow keys, running with Shift, and jumping using the controls’ jump action (typically Space). The character should move freely around the terrain and use idle, walk, and run animations when the corresponding movement state changes. There are no enemies, combat targets, scoring, health, inventory, or level progression: the core activity is simply exploring the Aether frontier.

Add an Aether magic activation ability with no projectile or target. Press E on the keyboard or press the large blue circular “AETHER ◆” button at the bottom-right. When activated, briefly create a luminous cyan-blue magical effect centered around the player’s upper body: an emissive faceted icosahedron core and a thin glowing horizontal torus ring, both following the player for about 1.4 seconds. Animate the core rotating and the ring rotating, and make the effect expand as it fades. The magic effect should glow strongly against the dark environment.

Build a fixed HTML-style HUD over the game. At the top-left show large bold spaced uppercase text “PROJECT AETHER” and below it smaller spaced uppercase text “FRONTIER OF THE BLUE FLAME.” At the top-right show a translucent dark hint panel reading “WASD / flèches · Shift courir · E ou bouton bleu : pouvoir magique.” At the bottom-left show a translucent dark rounded status panel with a thin cyan border; normally it says “Explore la frontière d’Aether,” and while the magic effect is active it changes to “Pouvoir d’Aether libéré.” At the bottom-right show a 74px circular blue radial-gradient spell button with a cyan outline and glowing halo, labeled “AETHER” with a small white diamond symbol beneath it. Make the HUD responsive, hide the hint on narrow mobile screens, and allow the spell button to work with pointer/touch input. Keep the overall presentation minimal, cinematic, cool blue, and exploration-focused, matching the visible dark navy title-screen-like framing while rendering the playable 3D world behind it.

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