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Sunscar Desert

  • 3d
  • exploration
  • desert
  • third-person
  • low-poly
  • walking-simulator
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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. Ammar Riaz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunscar Desert yet. Play it, then tell Ammar Riaz what you would add next.

Make your own game

Sunscar Desert was built by Ammar Riaz 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 Sunscar Desert 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 Sunscar Desert

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 small real-time 3D exploration game titled “Sunscar Desert.” Render a warm stylized low-poly desert scene in Three.js or an equivalent 3D engine. Use a flat orange-tan desert ground extending far beyond the play area, with orange atmospheric fog that fades the horizon into the same color as the sky/background. Light the scene with a strong warm pale-yellow directional sun from the upper left/front, soft ambient hemisphere lighting, and a subtle reddish rim light; enable soft cast shadows and a slightly cinematic tone-mapped look.

The player is a simple low-poly third-person explorer, initially positioned near the center/front of the desert. Build the avatar from primitive meshes: a blue-gray capsule-shaped body, a small reddish-orange rectangular scarf or neck cloth near the upper body, and a brown rectangular backpack attached behind it. The explorer should cast a shadow. Use a third-person follow camera at roughly 6 units behind the player, elevated enough to see the avatar and the surrounding dunes; allow the player to drag to look around while the camera follows the explorer.

Populate the environment with broad smooth stylized dunes made from flattened half-sphere/rounded mound geometry in a darker burnt-orange color. Place visible dunes around the open area, including large mounds toward the left and right distance and additional mounds toward the rear/side edges. Add several simple green cacti made from low-sided cylinders: each cactus has a tall central trunk and two short horizontal side arms, with varied scale and positions around the desert. Also scatter a handful of low-poly desert rocks/boulders of varied size and rotation across the scene; these can use primitive faceted rock meshes or equivalent rock assets, and should cast and receive shadows.

Implement free exploration with collision-free walking over the desert: WASD and the arrow keys move the explorer, with a movement speed around 4.4 units per second. Space makes the explorer jump, with jump speed about 8 and downward gravity about -22. The camera/player controller should support third-person movement and mouse/touch drag camera look. There are no enemies, weapons, collectibles, score, health, timer, win state, or other objectives: the sole activity is walking and jumping around the dunes.

Overlay a minimal fixed HUD on top of the 3D canvas. At the upper-left, show the bold spaced white title “SUNSCAR DESERT.” At the upper-right, show a dark translucent brown rounded pill containing the uppercase text “WALK THE DUNES.” At the lower-left, show the small white instruction text “WASD / arrows to explore · Space to jump · drag to look.” Use a subtle dark reddish text shadow for legibility. Keep the HUD pointer-events disabled so it does not interfere with dragging or controls. Make the design responsive for narrow screens, slightly reducing the hint size and constraining its width. The overall visual mood should be sparse, sun-baked, quiet, and warm, with the orange fog/sky dominating the screen and the simple explorer, dunes, cacti, and rocks providing the only gameplay scenery.

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