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Saçma Dünya

  • 3d
  • third-person
  • exploration
  • adventure
  • comedy
  • story-driven
  • prototype
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. Barış Alvanoğlu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Saçma Dünya yet. Play it, then tell Barış Alvanoğlu what you would add next.

Make your own game

Saçma Dünya was built by Barış Alvanoğlu 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 Saçma Dünya 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 Saçma Dünya

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 3D third-person exploration adventure titled “Saçma Dünya” (Turkish for “Absurd World”), using a simple low-poly/prototype visual style. Show the player from behind with a perspective camera following at roughly 6.5 units distance; the camera can be zoomed with Q through the third-person controls. The world is a broad flat dark green terrain under a pale blue sky with fog, a very wide dark charcoal road running through the scene, and several oversized rounded terrain hills around the road. Include a few distant simple city buildings and pine trees. Use soft shadows, bright daylight, and rounded stylized geometry. The player is a bald human-like character in a bright blue capsule-like outfit/body, with a glowing cyan ring at their feet and a small cyan beacon above their head. If the character asset is unavailable, preserve the blue capsule fallback appearance.

The core gameplay is walking around and approaching NPCs and locations to trigger absurd story events. Place three bald animated human NPCs around the starting area at approximately (-3,-5), (5,-7), and (-7,8), each idling and facing generally toward the play area. The player starts on the road at approximately (0,0,14). Movement uses WASD, Shift for running, Space for jumping, and E for interaction. The controls should support walking, running, jumping, gravity, and third-person facing/animation changes. Near an NPC (within about 3 units), display a bottom-center prompt “E — Konuş” and allow E to open a dialogue panel. The dialogue panel is a dark rounded translucent card near the bottom with a gold border, a circular portrait, the label “NPC DİYALOĞU,” and absurd Turkish speech. Provide these exact NPC lines and translations: NPC 1 says “tulett hayt kurtarır” and translates as “nasılsın tatlım bitter çikolata yermisin”; NPC 2 says “ambulans nerde ambulansşşş ben hastayı aldım ama hasta yok” and translates as “dostum avcunu açarmısın kaklat kapıdan sızdı lügalkırsk”; NPC 3 says “kardeşim bu domuz niye iki ayaklı geziyo” and translates as “herkes dayak yerken beni çağırdılar; ben de ultra zortna oldum”. The dialogue card has “ÇEVİR” and “KAPAT” buttons. Initially show only the speech; clicking ÇEVİR reveals the corresponding “Çeviri:” text. On the first translation, update the objective to “Görev: Korku bölgesindeki altı domuzu bul.” and add “NPC notu” to the inventory.

At the upper left, maintain a fixed HUD card with the gold title “SAÇMA DÜNYA // PROTOTİP,” the current objective, and the controls text: “WASD hareket · Shift koş · Space zıpla · E etkileşim · Tab envanter · Q yakınlaştır”. Start with objective “Görev: Meydandaki NPC ile konuş.” Near interactable objects show a rounded bottom-center interaction prompt. Tab toggles an upper-right inventory panel labeled “Envanter,” showing “Boş” at first or the collected “NPC notu.”

After the NPC objective has been advanced, place a fear-event trigger in the road area near (0,-10). When the player is close and presses E, show a full-screen black fade with the text “KARANLIKTA BİR ŞEY YÜRÜYOR…”, then show six pig emojis “🐷  🐷  🐷  🐷  🐷  🐷”. Fade back to the world and create six pink pig-like spherical objects in a row in front of the player. Shortly afterward show another full-screen message: “meraba tatlıım💅🏿💅🏿” followed by “(altı domuz anlamsızca dans ediyor)”. Then return to play and update the objective to “Görev: Dünyanın merkezindeki makineye ulaş.” The six pigs can be simple pink rounded spheres; no detailed pig anatomy is required because the visible implementation uses spheres.

Place a small glowing purple cylindrical marker/machine at the far end of the road around (0,-34). Once the story has progressed, approaching it (within about 4 units) and pressing E triggers the ending sequence. Use full-screen black fades and present these lines one at a time, approximately 1.5 seconds apart: “Evet…”, “Saçmalıklarla dolu bu dünyada buraya kadar geldin.”, “Garip NPC'lerle tanıştın.”, “Korktun. Güldün.”, “Ve sonunda buraya ulaştın.”, “OYUN BİTTİ.”, “…”, “Ama bir dakika.”, “Bu makine baştan beri sahteydi.”, “BURA HİÇBİRZAMAN DÜZELMİYCEEEEEEEKKEKEKE WOOOOHOOOOWWW!”. After the final line, return to the world, set the objective to “Hikâye tamamlandı — dünya hâlâ oynanabilir.” and keep the world playable.

Persist story completion, quest state, and inventory in local storage so reloading can retain progression. The game should remain an atmospheric but deliberately silly prototype: dark translucent glass-like HUD panels, gold accents, rounded UI, pale blue foggy sky, dark road, green hills, simple stylized characters, and absurd Turkish dialogue/events. Do not add combat, health, enemies, weapons, or additional mechanics not described here.

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