Arcade › Wildlife Ranger
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Z Washington built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wildlife Ranger yet. Play it, then tell Z Washington what you would add next.
Wildlife Ranger was built by Z Washington 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 Wildlife Ranger 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 third-person exploration game titled “Wildlife Ranger,” using a bright, low-poly stylized lost-world reserve aesthetic. The game should use a Three.js-like 3D scene with a wide perspective camera following the player from behind at about 7 units distance. Set the background and distant fog to a soft pale teal, with warm sunlight, soft shadows, and gentle ambient lighting. World layout: make a large flat green valley floor, with a broad tan dirt ranger trail running through the center from the foreground toward the distance. Add a turquoise lagoon on the left side toward the back. Place several chunky low-poly trees around the valley edges, four short fence sections near the trail (roughly in pairs on either side), and several large low-poly rocks scattered around the reserve. Keep the environment open and uncluttered, with no visible buildings. Player: use a stylized low-poly adventurer/field ranger character, initially positioned at the near end of the trail. The player is controlled in third person with WASD or arrow keys for movement and Space for jumping. Movement should feel like a standard third-person controller with walking/running animation, jumping, falling, and landing states, gravity, and a movement speed around 5.3. The camera follows behind the ranger and aims toward the character. Include a small pale circular reticle at the center of the screen. Core objective: the mission is to find a lost hatchling by collecting three glowing clue markers. Place exactly three clues at approximately (x=3,z=8), (-5,-1), and (2,-14) along the valley/trail area. Each clue is a floating golden-yellow faceted orb above a pale glowing circular ring on the ground. The orb gently bobs and rotates and the ring subtly pulses. Walking within about 2 world units of a clue collects it, makes it disappear, and increments the counter. There is no separate hatchling model or explicit hatchling pickup shown; completing all three clues changes the mission text to “Hatchling located!” and the status to “The reserve has a new guardian.” Predator mechanic: include a large stylized low-poly dragon/monster beginning near the far/back end of the reserve around (0,0,-14). It is initially idle. After the player has collected at least one clue, or after approximately eight seconds of active play, the dragon chases the ranger across the ground. It should move toward the player at about 2.0 plus 0.45 per clue collected, rotate to face its movement direction, and play an idle animation while distant and an attack animation when within about 2.3 units. If it reaches within about 1.35 units, briefly mark that the predator caught the ranger’s scent, reset the ranger to the starting position and the dragon to its starting position, then clear the caught state after roughly 0.9 seconds. Do not add combat, weapons, health, or attacks for the player. Once clues have been found, HUD messaging should emphasize “Dino chase!”, “Keep distance from the predator,” and “Run, jump, and use the fences.” Interface: render a fixed HUD over the game. In the upper-left, show a dark translucent rounded panel with a subtle green border and shadow: uppercase mint title “WILDLIFE RANGER,” large mission text initially “Find the lost hatchling,” and smaller instruction text “Move with WASD / arrows · Space to jump.” In the upper-right, show a rounded yellow badge reading “0 / 3 clues,” updating to 1/3 and so on. At the bottom center, show a dark teal pill with the initial hint “Walk into glowing clue markers.” Before play begins, display a centered large rounded yellow button reading “ENTER THE RESERVE” with the smaller subtitle “Explore a lost-world valley as the field ranger.” Clicking/tapping it starts the game and hides the button; the initial status then becomes “Track the glowing clues — the hatchling is close.” On completion, set the mission to “Hatchling located!”, status to “The reserve has a new guardian,” and hint to “Mission complete — keep exploring.” If caught, temporarily show mission “The predator caught your scent,” status “You escaped — keep moving,” and hint “The chase is on.” Use a clean, friendly, cinematic low-poly style: rounded chunky forms, golden glowing clues, saturated green grass, tan path, turquoise water, teal UI panels, and warm yellow action elements. Shadows should be enabled for characters, rocks, trees, and other props. The game should remain an interactive playable 3D scene rather than a static mockup, and should support resizing and touch/pointer activation of the start button.