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Arcade › Wind Hunter
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Drew Stouffer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wind Hunter yet. Play it, then tell Drew Stouffer what you would add next.
Wind Hunter was built by Drew Stouffer 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 Wind Hunter 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 playable first-person 3D hunting prototype titled “Wind & Scent Hunter” (the game may also be referred to as “Wind Hunter”). Use Three.js/WebGL-style rendering with mouse-look pointer lock, a large procedural outdoor terrain, dynamic lighting, fog, and a minimal dark HUD. Start on a centered dark setup panel over the 3D scene: title “Wind & Scent Hunter,” subtitle “A playable hunting prototype — wind, scent, bolt-action rifles,” a Location dropdown with Forest Ridge, Red Canyon, and Snow Basin, a Rifle dropdown, a primary “Start Hunt” button, a “Toggle Help” button, and the tip “Keep animals upwind. If you’re downwind, your scent cone will spook them.” Starting the hunt hides the panel and locks the mouse; Escape releases pointer lock and returns the menu. Camera and movement: use a first-person perspective camera at roughly eye height over uneven ground. Mouse controls looking, WASD moves, Shift is held to steady aim and slightly reduce movement speed, C toggles crouch (lower camera and slower movement), and Escape releases the pointer. Keep the player inside the broad square hunting area and conform the camera to the procedural terrain height. Show a small center aiming dot, which becomes partially dimmer while scoped. Left mouse fires; right mouse or F toggles a rifle scope by narrowing the field of view according to the selected rifle’s zoom. Build three biome choices with distinct terrain colors, skies, fog and props. Forest Ridge should have green/brown rolling terrain with many simple low-poly trees and some rocks, blue-to-dark sky, and relatively close green fog. Red Canyon should use reddish/orange terrain, a warmer sky, rocks and shrubs, and farther warm fog. Snow Basin should use pale blue/white terrain, snow-covered high areas, conifer-like pines and rocks, a cool sky, and cool fog. Generate the terrain from smooth procedural/value noise over a large square, with the area near the spawn flattened. Use a directional sun with shadows, hemisphere/ambient light, tone mapping, and a sky dome/gradient. Populate about a dozen animals initially and continuously add animals up to about twenty, spawning new ones away from the player. Animals should be simple low-poly primitive silhouettes rather than detailed imported models. Include available biome-specific species: Whitetail deer, Boar, Coyote, Rabbit, and in Snow Basin also Duck. Land animals are assembled from primitive bodies, necks, heads, cone-like snouts, legs, tails, and deer antlers; ducks are small flying primitive birds with bodies, heads, orange beaks and flapping dark wings. Animals roam between random waypoints, animate their legs or wings, face their velocity, remain within world bounds, and fly above the terrain if they are ducks. Their approximate gameplay data should matter: deer health 1.0/speed 2.2/sense 1.0/score 120, boar 1.35/2.0/0.85/160, coyote 0.75/3.4/1.25/140, rabbit 0.4/3.8/0.9/60, duck 0.55/4.6/0.8/90. Alerted animals flee at higher speed; boars can move toward/charge the player when very close and highly alerted. Make wind a central visible mechanic. Wind has a changing direction on the horizontal plane and speed that smoothly varies, periodically selecting a random direction and a speed between about 1.5 and 8.5 m/s. Display the compass heading, wind direction as the direction the wind comes from plus speed in m/s, and scent status in the top HUD. The player constantly emits scent: normal while standing, reduced while crouched, and slightly further reduced while holding breath. Model scent as a roughly 32-degree cone extending downwind from the player, with detection distance increasing with wind speed. Animals inside the cone and within their sense-adjusted range become increasingly alert and flee; animals can also visually detect the player at close range. A shot should spook living animals within a radius of about 55. Implement bolt-action rifle gameplay. Provide these selectable rifles and their actual tuning: Springfield M1903 — .30-06 (damage 1.0, magazine 5, zoom 4x, recoil .032, wind factor 1.0); Remington 700 — .308 Win (damage .95, magazine 5, zoom 5x, recoil .028, wind factor .92); Tikka T3x — 6.5 Creedmoor (damage .9, magazine 5, zoom 6x, recoil .022, wind factor .78); Winchester Model 70 — .300 Win Mag (damage 1.15, magazine 3, zoom 6x, recoil .040, wind factor .88). Start with the Remington 700 selected, though the player can change rifles in the setup menu. Give each new hunt a full magazine and 25 reserve rounds. Left click uses hitscan raycasting from the camera with a tiny random spread; holding breath tightens the spread. A shot consumes one round, applies recoil, requires cycling the bolt before another shot, and plays a simple shot sound. E cycles the bolt with a short delay; R reloads over about 1.6 seconds, fills the magazine from reserve, and then also requires a bolt cycle. Prevent firing while reloading, when the bolt is uncycled, or when empty, and show helpful toast messages such as “Cycle bolt (E)” and “Empty — reload (R).” Raycast against animal meshes. On a hit, apply distance falloff (clamped so damage remains between about 40% and 100%), a small wind-speed damage penalty modified by rifle wind factor, reduce animal health, and mark it alert/fleeing. A lethal hit marks the animal dead, awards score based on the species score and hit distance, displays a harvest toast such as “Harvested Whitetail (+score),” and leaves the animal temporarily visible in a dropped/tilted state before removing it. Nonlethal hits show a hit message. There is no hard fail state: this is an open-ended score hunt. HUD: place rounded dark translucent pill panels across the top showing compass direction/degrees, “Wind: [from degrees] @ [speed] m/s,” “Scent: Normal (downwind cone)” or “Scent: Low (downwind cone),” “Ammo: current/magazine | Reserve reserve,” rifle state (“Ready,” “Scoped,” “Cycle bolt (E),” or “Reloading…”), and “Score: number.” Include a toggleable help card listing WASD Move, Shift Hold breath, LMB Fire, E Cycle bolt, R Reload, RMB/F Scope, C Crouch, and Esc Release mouse. Use concise temporary toast notifications for selection, wind/scent advice, hits, harvests, and weapon actions. Use simple Tone.js-style synthesized tonal and noise feedback if audio is available, but keep gameplay functional without audio.