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Arcade › Ridge Porter
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Ridge Porter was built by The Retards 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 Ridge Porter 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.
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 third-person 3D traversal-delivery game titled “Ridge Porter.” The player controls a low-poly mountain courier in a rugged procedural ridge corridor. Use a follow camera positioned behind and above the character, with a large navigable terrain mesh made from rolling ridges, slopes, a carved route, basins, and uneven ground. Render the terrain in muted green, gray, and blue-gray natural colors with soft shadows, atmospheric fog, a pale blue-to-light sky gradient dome, subtle directional sunlight, and animated translucent wind streaks moving through the scene. Populate the route with low-poly trees, dead trees, rocks, a chest near the starting pickup point, and a small shelter at delivery points. Use Quaternius Cube World-style low-poly models for the courier, trees, dead trees, rocks, chest, and shelter door; provide a simple capsule fallback for the courier if the model is unavailable. The core loop is: begin at a blue objective beacon and chest, walk over to the glowing blue cargo crate, press F or the on-screen Use button to pick it up, then carry it across the rough mountain terrain to the green shelter beacon and press F/Use again to deliver it. Complete exactly three deliveries, with these mission labels in sequence: “Recover the ridge cargo,” “Carry the medical crate,” and “Final push to the shelter.” After each successful delivery, place the next pickup and destination at another location in the ridge world; after the third, stop the game and show “Run complete” plus the final score. The player starts near the first pickup. The objective beacons should be tall translucent light columns with floating orbs and glowing ground rings; the pickup crate is a small hovering, slowly rotating blue cube near a chest, while the destination is a green beacon at a simple shelter consisting of a raised pad, wall, roof, and door. While carrying, show a blue cargo pack strapped to the courier’s back. Implement an unstable cargo balance mechanic: maintain a balance value centered at zero and display it as a horizontal meter with a centered marker/needle, blue on the left and reddish danger coloring toward the right. While the courier is moving, balance drifts based on a time-based wave, terrain roughness, steep slope angle, sprinting, and fatigue; the drift is stronger on rough/steep ground, during fast movement, and at low stamina. Holding Q shifts balance left and holding E shifts it right; provide equivalent hold-to-use mobile buttons labeled “Lean Left” and “Lean Right.” If balance exceeds the safe range on either side (approximately 1.02), drop the cargo at the courier’s current position, remove the backpack, reduce stamina, and require the player to recover the dropped crate before continuing. The crate becomes visible again at the drop location and the objective text changes to recovery. Add stamina management. Stamina starts at 100%, drains during movement, drains much faster while sprinting, and drains additionally while climbing steep slopes; it recovers when the player slows or stops. Display it as a percentage and a horizontal bar. Movement should support WASD through the third-person controls runtime and a left joystick on touch devices; allow walking, running/sprinting, jumping, and gravity/collision against the terrain. Use footstep sounds during grounded movement and brief simple synthesized beeps for pickup, drop, delivery, and scan feedback when audio is available. Implement the scan ability on R or the mobile “Scan” button. A scan lasts about 3.8 seconds, creates an expanding ring pulse at the player’s feet, brightens the otherwise dim route line connecting the active pickup and shelter, and brightens the objective beacon effects. The route line should normally be faint cyan and follow the terrain between the active cargo and shelter, with a slight arcing offset above the ground. Beacons should pulse gently and their orbs should bob. Build a dark translucent glass-like HUD over the 3D view. In the upper-left, show the “PORTER RUN” tag, current mission title, objective instruction, Stamina percentage/bar, Balance meter labeled with “Cargo not secured” or “Cargo secured,” and a Deliveries progress bar reading “0 / 3 complete” through “3 / 3 complete.” In the upper-right, show a controls panel explaining WASD/left joystick movement, Q/E cargo leaning, F pickup/delivery, and R scan. At the lower-right, show touch controls: Lean Left, Lean Right, Scan, and Use. Use a centered bottom toast panel for contextual messages such as starting the route, securing cargo, dropping cargo, needing to move closer, delivery bonuses, and completion. Before gameplay, show a full-screen dark blue-black translucent start overlay with the tag “TRAVERSAL DELIVERY,” the title “Ridge Porter,” the description about carrying unstable cargo across a rough mountain corridor without losing balance, three concise tips (pick up the glowing crate near the chest, stay centered on steep slopes because tired cargo drifts harder, and use scan to light the route and beacons), and a prominent blue gradient “Begin the run” button. Starting the run hides this overlay and begins the first mission. Award 100 points plus a time bonus for each delivery; the time bonus is max(0, round(90 - elapsed mission seconds * 2)). Restore some stamina after delivery. Keep the visual tone atmospheric, sparse, low-poly, and original rather than reproducing any specific existing game.