Arcade › Wild Frontier
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Nobody has said anything about Wild Frontier yet. Play it, then tell the creator what you would add next.
Wild Frontier was built 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 Wild Frontier 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 browser-based 3D first-person survival exploration game titled “Wild Frontier.” Use Three.js or an equivalent WebGL engine with a perspective FPS camera, fog, shadows, and a muted low-poly/cartoon wilderness aesthetic. The player begins in a broad outdoor valley at position approximately (0, 1, 10), with the player body hidden from view so the camera is first-person. The camera uses mouse look after clicking the game canvas to capture the pointer, with WASD or arrow keys to move, Shift to sprint, and Space to jump. Forward movement should follow the camera yaw; constrain vertical motion with gravity and land back at eye height. Use a movement speed around 5.2 and sprint speed around 8.5. Build the environment as a large uneven green valley ground plane, generated with gentle height variation, surrounded by stylized faceted cone-like mountains and ridges. Include a pale blue-gray sky/background with distance fog. Add a small sandy beach area and a translucent blue-green river cutting through part of the valley. Populate the valley with low-poly pine trees and boulders distributed around the landscape. Include two animated deer and one larger animated fantasy monster/valley beast; they should visibly idle or walk using imported animated low-poly animal models, but do not add combat behavior that is not specified. Add an abandoned outpost at the far side of the valley: a circular raised floor, eight wooden support posts, a faceted conical roof, and a small brown salvage crate inside. Use directional sunlight, soft shadows, hemisphere fill lighting, and a subtle cool moonlight fill. Lighting and sky should change over time between brighter daytime and dark nighttime conditions. Implement the survival state shown by the interface. Start at Day 1, 08:00, weather “Clear,” with Health 100, Hunger 86, and Thirst 92. Advance the in-game clock continuously at about 1.1 game minutes per real second; roll over to the next day after 24 hours. Hunger drains slowly at about 0.035 per second and thirst at about 0.055 per second. When either hunger or thirst falls below 10, health drains at about 0.7 per second. Clamp these values at zero as appropriate. The HUD must update continuously and display the day, time, and weather. Overlay a clean dark translucent HUD with rounded cards and a glassy blur effect. At the top left show “WILD FRONTIER” and the current line such as “Day 1 · 08:00 · Clear.” At the top right show three stacked or wrapping status cards labeled HEALTH, HUNGER, and THIRST, each with its numeric value and a thin colored progress bar: red for health, ochre/gold for hunger, and blue for thirst. Put a white plus-shaped crosshair exactly at screen center. Near the bottom, show a dark rounded hint bar reading “WASD move · mouse look · Shift sprint · Space jump · click to capture.” Show a right-aligned objective panel reading “SURVIVAL LOG” in warm gold followed by “Explore the valley. Gather wood and stone. Find a safe place before night.” At the bottom center provide five rounded inventory/action slots with a dark translucent background, numbered 1 through 5 and labeled with emoji-like icons and text: axe, pick, bow, build, and food. Slot 1 begins highlighted with a warm gold border. Pressing Digit1 should select/highlight slot 1. Pressing E should simulate gathering materials by increasing wood by 2 and stone by 1 and replace the objective text with a message such as “Gathered materials · wood 2 · stone 1.” Do not invent a full harvesting, crafting, combat, inventory, shelter, or food-consumption system: the visible axe/pick/bow/build/food slots are primarily interface elements, and the implemented interaction is the E gather increment. Likewise, the creatures and outpost are environmental content rather than fully specified combat or quest systems. Support responsive resizing and portrait layout; in portrait, append “· rotate your device” to the title area. Keep the presentation close to the reference: tall mobile-friendly composition, subdued teal-gray sky, dark charcoal HUD cards, low-poly mountain silhouettes, and a centered white crosshair.