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Village Watch

  • 3d
  • third-person
  • exploration
  • village
  • stylized
  • npc-simulation
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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. ethanreynaud1904 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Village Watch yet. Play it, then tell ethanreynaud1904 what you would add next.

Make your own game

Village Watch was built by ethanreynaud1904 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 Village Watch 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 Village Watch

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, stylized third-person 3D village exploration game titled “Village Watch.” Use Three.js-style low-poly/primitive modeling with a clean, softly lit diorama look. The camera follows the player from behind at about 6.2 units away, with orbit/look controls by dragging, mouse-wheel zoom, and a mobile joystick option. Keep the camera perspective moderately wide (about 52° field of view), with a blue-gray sky/background and light atmospheric fog fading in the distance. Use directional sunlight with soft shadows plus cool hemisphere fill lighting.

Build the environment on a large square grass plane. Put a wide tan market path running down the center of the village, with a circular tan village square centered on it. Place four simple houses around the outskirts: each has a rectangular cream/beige plaster body, a dark reddish-brown four-sided pitched roof, a centered brown front door with a small tan step, and two small pale/metallic windows on the front. Add scattered simple trees around the perimeter, each made from a brown cylindrical trunk and a rounded dark-green leafy crown. Add a short row of wooden fence posts near the back edge of the village.

The player is a stylized human villager positioned initially near the path south of the square. Build characters from rounded primitive meshes: capsule/sphere torso, head and nose, tiny dark eyes, hair cap, neck, segmented arms with skin-colored forearms/hands, segmented legs, and dark shoes. The player wears a muted blue shirt, dark trousers, dark shoes, and a simple dark hat. Support natural idle bobbing and alternating arm/leg movement while walking or running. Controls: WASD or arrow keys move, Shift makes the player run, Space jumps with gravity, and dragging looks around; include mobile joystick support. Movement speed should be about 4.2 and running should be visibly faster.

Add one important NPC called the thief in the central village area. Make the thief visually distinct with a blue coat/shirt, very dark trousers, nearly black hair, and a full hair style. The thief continuously walks a small looping route through the square, approximately [5,1] to [8,0] to [5,-3] to [1,-1], at a moderate speed around 1.35, turning to face the direction of travel and using the same walk animation. Add six villagers with varied stylized appearances: different shirt colors (red, gold, green, purple, brown, teal), trousers, skin tones, hair colors/styles, and one or more hats/long hair. They should continuously follow their own short looping routes around the square during daytime, each walking slowly and animating their limbs. During evening, have villagers return toward their home/start positions instead of continuing their routes; the thief continues patrolling.

Implement a repeating 120-second time cycle. For the first portion show daytime, and after roughly 68% of the cycle switch to evening. The on-screen status should say “Daytime · 6 villagers outside” during daytime and “Evening · 2 villagers outside” during evening. It should also append a proximity hint: say “thief nearby” when the player is within 5 world units of the thief, otherwise say “thief in the square.” There is no combat, inventory, attack, scoring, or explicit win/lose screen; the core activity is freely walking through the village, following the market path, and keeping track of the blue-coated thief.

Add a fixed dark translucent HUD panel in the upper-left with a subtle light border, rounded corners, and compact modern sans-serif typography. Display the uppercase gold title “VILLAGE WATCH,” followed by the objective text: “Follow the market path and keep an eye on the blue-coated thief.” Highlight “blue-coated thief” in gold. Beneath it show the dynamic time/villager/thief status in smaller pale blue-gray text. In the lower-right show a dark translucent instruction box reading exactly: “WASD / arrows move · Shift run · Space jump” and “Drag to look · wheel to zoom · mobile joystick supported.” Hide this instruction box on coarse/mobile pointers and slightly inset the HUD on small screens. Use shadows, ambient occlusion-like shading, rough matte materials, and muted natural colors throughout.

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