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Wild Frontier

  • 3d
  • first-person
  • photography
  • exploration
  • wildlife
  • simulation
  • upgrade
  • stylized
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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. Max Jenkinson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Frontier yet. Play it, then tell Max Jenkinson what you would add next.

Make your own game

Wild Frontier was built by Max Jenkinson 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.

Read the build brief for Wild Frontier

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 first-person 3D wildlife photography exploration game titled "Wild Frontier". Use a Three.js-style WebGL scene with a first-person FPS camera, mouse look, pointer lock, shadows, fog, and a clean dark-green field-journal interface over the gameplay.

Core loop and goal: The player is a photographer exploring wilderness, locating deer and wolves, aiming the center reticle at an animal, inspecting it, and photographing it for cash. Start with $0 and the free Pine Forest. Earn money from successful photographs, then spend it to unlock additional maps and purchase better cameras. Save progress automatically in browser/local persistence.

World and camera: Show the world from eye level in first person, with a small circular crosshair fixed at screen center. The player character is an invisible photographer/camera viewpoint, initially placed near the end of a broad central trail. Allow WASD movement, Shift to sprint, Space to jump, mouse movement to look, left mouse button to photograph, right mouse button to temporarily zoom, E to inspect a centered animal, and Escape to open the menu. Use a 70-degree normal field of view; while right-click zooming, set zoom FOV according to equipped camera: Basic 48 degrees, Field 38, Professional 28, Elite 18, then restore 70 degrees on release. Keep the player able to explore a large open area with a green ground plane, a brown main trail, a blue-green circular lake, scattered conifer trees, rocks, and distant low polygon cone-like mountains. Use atmospheric sky colors and fog appropriate to each map, with directional sunlight, ambient/hemisphere lighting, and cast/receive shadows.

Pine Forest should be the initial free map and visually use a muted green forest floor, blue-gray sky, trail, lake, dense scattered pine props, rocks, and distant mountains. Spawn 7 deer and 3 wolves in the world. Animals are animated low-poly 3D wildlife models: deer move slowly side to side and wolves move somewhat faster, with idle animation playback and gentle wandering/reversing at the boundaries. Place animals around the world rather than directly in front of the player. The map selection should also offer Snow Mountains for $5,000 with the description "Frozen lakes, snowy forests and high mountain valleys", Tropical Jungle for 
5,000 with "Rainforest canopy, rivers, caves and giant trees", and African Savannah for $35,000 with "Grasslands, acacias, watering holes and distant ranges". Locked maps appear visually dimmed and cannot be traveled to until paid for. When traveling, rebuild the environment and spawn the map's listed wildlife; Snow lists Wolf and Deer, Jungle lists Deer and Wolf, and Savannah lists Deer and Wolf. The other map descriptions and sky/ground palettes should be reflected by cool snow, green jungle, and golden savannah color schemes, without adding mechanics not present. Wildlife and photography rules: Each animal is either Deer or Wolf. Deer have a base photograph value of $350 and wolves $650. On spawn, roll one rarity with these exact tiers and probabilities: NORMAL 94%, value multiplier 1; SILVER 4%, multiplier 2; DIAMOND 1.5%, multiplier 5; RUBY 0.45%, multiplier 10; EMERALD 0.05%, multiplier 50. Tint rare animals with their rarity color and a subtle emissive glow: normal pale gray-green, silver light gray, diamond cyan-blue, ruby pink-red, emerald green. A centered raycast selects the animal under the crosshair. Left-clicking with no centered animal shows "No wildlife in focus". If the animal is more than 32 distance units away, show "Move closer for a clean shot". If already photographed during the current session, show "Already recorded in this session". Otherwise mark it photographed, award base value times rarity multiplier, add a journal photo record containing species, rarity, map, value, and time, persist the save, briefly flash the screen white, and show a toast such as "DIAMOND Wolf photographed · +$3,250"; rare shots additionally show a rare-discovery message. Each animal can only be photographed once per spawned session/map load. HUD: At the top, use a wide rounded translucent dark panel. Left side reads "WILD FRONTIER" in spaced pale green capitals. Right side shows MAP and the current map name, CASH and current dollar amount, and CAMERA and the currently equipped camera, with values highlighted warm yellow. Keep the center circular crosshair visible during play. At the bottom, show a rounded translucent hint panel reading the controls; when an animal is centered, replace it with its rarity, species, distance in meters, and "LMB photograph". Show centered toast notifications for errors, travel, purchases, and photo rewards. Include a white photo-flash overlay. Main menu: On initial load, keep the first-person scene behind a dark translucent overlay and display a centered rounded field-journal card. Include the kicker "FIELD JOURNAL / 01", a very large two-line "Wild Frontier" title, and the subtitle: "A wildlife photography field simulator. Start in the free Pine Forest, earn from discoveries, and unlock new frontiers. This playable slice focuses on the exploration → sighting → photograph → upgrade loop." Provide buttons: gold primary "PLAY PINE FOREST", "MAP SELECTION", "CAMERA SHOP", and "COLLECTION". Add the note "Progress saves automatically in this browser." Clicking Play closes the menu and requests pointer lock; Escape reopens it and exits pointer lock. Map Selection modal: Show a dark rounded modal titled "Map Selection" with kicker "FIELD PERMITS". Present cards for all four maps, each with name, price/free label, description, listed animals, and either Travel or Unlock button. Buying a locked map deducts cash, marks it unlocked, persists, then loads it; insufficient funds shows "Not enough cash". Camera Shop modal: Show kicker "EQUIPMENT" and title "Camera Shop" with four camera cards: Basic, free, 2x zoom; Field,
,500, 3x zoom; Professional,
0,000, 5x zoom; Elite, $30,000, 8x zoom. Indicate Owned or Not owned and provide Buy/Equip/Equipped buttons. Buying deducts cash and unlocks the camera, then it can be equipped and updates the HUD. Do not add camera damage, ammo, or other systems. Collection modal: Show kicker "FIELD JOURNAL" and a title like "Collection · N shots", total collection value, and separate Deer and Wolf cards. Each card reports photograph count, highest rarity, and maps recorded. Start empty and update from saved photograph records. Art direction: subdued cinematic wilderness colors, stylized low-poly/voxel-like environmental assets and animated animal models, realistic soft shadows and fog, paired with an editorial field-journal UI: dark translucent green-black panels, thin muted borders, pale green text, warm gold prices and primary actions, rounded corners, and large high-contrast typography. Make it responsive so the menu cards and grids collapse to one column on narrow screens.

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