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Vita

  • 3d
  • third-person
  • open-world
  • exploration
  • collection
  • farming
  • low-poly
  • simulation
0
Remix it Discord

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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. lolo rogari built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vita yet. Play it, then tell lolo rogari what you would add next.

Make your own game

Vita was built by lolo rogari 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 Vita 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 Vita

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 third-person 3D open-world exploration and collection game titled "Vita". Use Three.js-style real-time 3D rendering with a perspective camera following an animated humanoid player from behind at roughly 6.5 units distance. The world should be a simple low-poly/stylized outdoor scene under a bright blue sky with light blue atmospheric fog: a large flat dark-green grass ground plane, a wide brown dirt path running through the center, scattered trees, rocks, fences, buildings, roads, a parked truck, a market stall, and a small farming area. Use soft directional sunlight and ambient/hemi lighting, with visible cast shadows. The visual style should match the screenshot: minimalist low-poly assets, muted natural colors, broad uncluttered terrain, and a dark/black stylized humanoid avatar centered in the camera view.

The player begins near the central path around world position (0, 0, 8), can freely explore the world using WASD, jump with Space, and run while holding Shift. Use third-person movement with gravity, jumping, and animated avatar states for idle, walking, running, jumping/falling, and carrying. The avatar should have an idle animation when standing and switch to walk/run animations while moving; when carrying an item, use carry variants where available.

Populate the world with these specific kinds and approximate placements: trees around (-18,-12), (22,15), (-8,22), (28,-8), and (5,-25); buildings near (25,-18) and (-30,12), plus a denser town cluster around (28,-18), (36,-22), (42,-15), and (25,-28); rocks around (-12,5), (14,-5), and (-5,-18); a truck near (8,-28); fences near (-6,-6), (6,-6), (-12,2), and (12,2); several road-bend pieces leading toward the town near (18,-12), (24,-12), and (30,-18); and a market stall near (30,-6). Add four brown soil farm plots around x positions -28, -22, -16, and -10 at z approximately 30. Place four wheat crop objects in the farming area around (-25,32), (-18,34), (-30,28), and (-12,29).

Add collectible/pickable objects distributed around the world: four apples around (-4,3), (9,12), (-15,-15), and (18,-3), and three crates around (-22,8), (3,18), and (15,25). The player can press E when within about 4.5 units of the nearest collectible to pick it up. Only one object can be carried at a time. Attach the carried object visibly to the avatar's hand/side; apples and wheat should be held around the hand at approximately (0.45,1.15,0.25), while crates are held slightly lower and scaled down. Update the HUD to show whether one item is carried (0 or 1).

When carrying an object, pressing E normally drops it in front of the player at ground level and makes it collectible again. Clicking the mouse throws the carried object forward in the camera's facing direction: launch it from in front of the player with an upward impulse, apply simple gravity and bouncing/friction physics, and let it land and come to rest on the ground. A thrown object should remain pickable after it settles. If the player is carrying an item and is within 7 units of the market position around (32,0,-10), pressing E sells it instead of dropping it. Award 12 money for an apple or wheat, and 25 money for a crate. Remove the sold object, increment the money total, and show a brief spinning gold coin effect rising from the sale location. The money counter starts at 0 and is displayed in the HUD.

Include a fixed Arabic-language interface matching the supplied game: at the top center show "اضغط E للتقاط / الإسقاط / البيع • Space للقفز • Shift للركض • انقر للرمي • بِع في السوق لكسب المال" in a dark translucent rounded rectangle; below it show "العناصر: 0 | فلوس: 0" with the live carried-item and money values. At the bottom center show "الحركة: WASD • استكشف العالم المفتوح" in another dark translucent rounded rectangle. Keep the UI over the canvas, centered, white/light-gray text, and non-interactive. The game has no combat, enemies, health, timer, or additional win screen; its loop is open-ended exploration, collecting, carrying, throwing, and selling items for money.

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