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Wild Ridge

  • 3d
  • hunting
  • wildlife
  • tracking
  • low-poly
  • first-person
  • mobile
  • arcade
0
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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. stephenreynods built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Ridge yet. Play it, then tell stephenreynods what you would add next.

Make your own game

Wild Ridge was built by stephenreynods 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 Ridge 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 Ridge

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-playable 3D low-poly wildlife hunting and tracking game titled “Wild Ridge.” Use a first-person/over-the-shoulder-feeling camera: the camera is at the player’s eye height, a low-poly rifle is visibly held in the lower-right foreground, and a white four-line crosshair stays centered on screen. Build a broad open reserve on rolling green terrain with procedural gentle height variation, a blue lake on the left side of the reserve, atmospheric pale blue sky/background, exponential blue-gray fog, warm directional sunlight, soft shadows, and many scattered low-poly trees and gray rocks. The overall visual style should match the screenshot: simple faceted/cuboid vegetation and terrain, muted natural colors, large readable silhouettes, and mobile-friendly presentation.

The core loop is to explore, detect animal sign, use a track scan/binocular mode to locate wildlife, aim, and make ethical long-range rifle shots. Spawn animated low-poly deer and one wolf in the reserve. Include one rare oversized “Great One” deer with a gold-colored trophy value/track indicator; ordinary deer and wolf have distinct track colors. Animals should have idle/eating, walking, running/galloping, and death animations when available. Give them simple AI: they graze or walk in changing directions, periodically leave circular ground track clues, and flee when the player is close, sprinting nearby, downwind within range, or after being alerted by a shot. Fleeing animals run away from the player and continue leaving tracks. Keep animals within the reserve bounds. The player’s wind direction is fixed and affects detection, and the HUD should show the nearest living animal/sign distance.

Player controls: WASD or arrow keys move relative to the player’s yaw; Shift sprints, making movement faster and causing animals to detect the player from farther away; mouse drag rotates the view, with vertical pitch clamped to a natural looking range; Q or right-click toggles scope; Space or clicking the canvas fires; T performs a track scan; R restocks ammo to 18 and displays a brief message. Also support touch controls: a translucent circular virtual joystick at bottom-left for movement, plus bottom-right FIRE, SCOPE, and TRACK buttons. Prevent the mobile controls from appearing on desktop-style pointers. The rifle has 18 starting rounds, a short firing cooldown, a simple synthesized gunshot sound, and slight recoil. Shots use a center-screen ray/aim test: scoped shots are more accurate, close unscoped shots can still hit, and farther unscoped shots are less effective. A hit reduces health; ordinary animals take one effective hit, while the Great One has two health points. A nonlethal hit reports that the animal was hit and tells the player to track the blood trail; a miss alerts nearby animals. Successful kills play the death animation and award a score based on animal trophy value, range bonus, and a scope bonus, increment Tags, and update the best trophy. Display a special “GREAT ONE TAGGED” result for the rare deer. If ammo reaches zero, show an out-of-ammo message; R restores it.

Tracks should be circular ring meshes slightly above the terrain, rotate subtly, fade with age, and normally only show when within 8 meters of the player. Activating Track scan temporarily reveals nearby tracks within 26 meters for 7 seconds and reports the nearest living animal, rounded distance, and relative bearing such as ahead, left, right, behind left, or behind right. The initial message should introduce the reserve and objective, e.g. “Wild Ridge Reserve — find tracks, glass the valley, tag the Great One.”

Create a fixed HUD overlay styled as a dark translucent rounded panel with light text, subtle border/shadow, and text shadow. At top-left show exactly the key state categories: Score, Tags and Ammo, Best Trophy, Nearest sign in meters, and either “Scope 8x” while scoped or “Binocular scan ready” while not scoped. On desktop, show a top-right help panel reading approximately “WASD move · Mouse drag / arrows look · Shift sprint · Right click or Q scope · Click / Space shoot · T scan tracks.” Show temporary large bold centered-bottom messages for scan results, hits, misses, reloads, and harvest results. Use a responsive full-screen canvas, with safe-area-aware mobile button placement. Include a simple animated camera field-of-view change from about 68 degrees normally to about 25 degrees when scoped, and scale the crosshair down while scoped. Do not add multiplayer, accounts, stores, DLC, or features not described above.

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