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Wild Horizon

  • 3d
  • exploration
  • nature
  • third-person
  • cinematic
  • weather
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Horizon yet. Play it, then tell the creator what you would add next.

Make your own game

Wild Horizon 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 Horizon 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 Horizon

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 exploration game titled “Wild Horizon,” presented as a cinematic nature reserve called “MIST VALLEY.” Use a third-person camera that follows a small stylized explorer avatar and supports mouse/touch drag camera looking. The player is a simple low-detail character marker: an orange-brown capsule-shaped body with a dark green rectangular backpack, standing in a large outdoor valley. Start the player near (-18, 0, 18), with WASD or arrow keys for movement and Space for jumping; movement speed is about 7, jump speed about 8, gravity about -22, and the third-person follow distance is about 8. There is no combat, inventory, score, health, or explicit mission: the core activity is freely exploring the environment.

Build the environment as a broad green valley floor with a large flat ground plane, distant layered mountain/ridge silhouettes fading into the horizon, and a slow blue-green reflective river running deep through the scene roughly along the right side, with muted tan banks and scattered low-poly rocks along its edges. Add a muted tan forest trail/clearing through the valley. Populate both sides of the valley with many scattered stylized low-poly evergreen/cube-world trees of varied scale and rotation, and cast/receive soft shadows. Add several translucent horizontal pale mist sheets at different heights and depths to create a foggy cinematic atmosphere. Use atmospheric exponential fog and a desaturated blue-green outdoor palette: dark forest greens, blue-gray distant hills, teal river, tan path/banks, and pale mist.

Use a perspective camera and cinematic lighting: a bright warm directional sun from above, cool hemisphere fill, a subtle cool rim light, soft shadows, ACES-style filmic tone mapping, and a blue-green sky/background that changes gradually over time. The simulated time begins around 06:42 (timeOfDay about 6.7 hours) and advances continuously; update the HUD time in HH:MM format. Adjust sun and ambient light through the day and let the background/fog tint shift subtly. Trees should gently sway, with stronger sway during storms.

Include an unobtrusive fixed HUD over the canvas. At top left show large letter-spaced “WILD HORIZON” and the subtitle “CINEMATIC NATURE RESERVE.” At top right show a rounded, translucent dark information panel labeled “MIST VALLEY,” with rows for TIME, WEATHER, and WIND. Begin with TIME 06:42, WEATHER “CLEAR AIR,” and WIND “4.8 m/s”; display wind as a value in m/s with slight natural fluctuation around 4.8. Centered near the bottom show the rounded hint “WASD / arrows to explore · Space to jump · drag to look.” At bottom left provide four rounded buttons labeled Clear, Rain, Storm, and Dawn.

Make the weather buttons functional. Clear sets the weather display to “CLEAR AIR” and hides rain. Rain sets it to “LIGHT RAIN,” increases fog density moderately, and displays animated falling rain. Storm sets it to “STORM FRONT,” makes the fog noticeably denser, displays heavier/faster falling rain, and increases tree sway. Dawn sets the simulated time to about 05:48 (5.8 hours) and returns to clear weather. Use a large transparent point-based rain field above the player/world, recycling drops as they fall; it should be invisible in clear weather, moderately visible in rain, and stronger in storm. Keep the visual design minimal and polished: dark translucent HUD panels, thin semi-transparent borders, rounded corners, white text with reduced-opacity secondary labels, and full-screen canvas with no scrollbars.

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