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Arcade › Wolf Life
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Wolf Life was built by StyleDish games 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 Wolf Life 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 third-person 3D mobile wolf-life survival prototype titled “Wolf Life.” The player controls a simple placeholder wolf made from primitive meshes: a gray capsule-like horizontal body, gray spherical head, dark cylindrical snout and dark tail. The wolf stands on and moves across a large procedural rolling green terrain landscape. Generate a roughly 260-by-260 ground plane with smooth multi-octave value-noise height variation and a few low ridges; use a natural green rough material. Scatter about 80 visual landmarks across the landscape, mostly simple brown-trunk/green-cone trees with some gray faceted rocks. Add three clearly visible blue circular water spots on the ground, positioned around (-40,35), (55,-60), and (10,85) in world space, conforming to the terrain height. Use a third-person orbit/follow camera looking at the wolf from behind and above, with a perspective view, damping, no panning and no zooming. The camera can orbit around the wolf within a constrained vertical angle. On desktop, support mouse dragging to rotate the camera; on mobile, support right-side swiping. Keep the world softly atmospheric with a light blue sky background, fog in the distance, hemisphere lighting and a directional sun with shadows. Objects should cast/receive shadows where appropriate. Populate the world with six simple deer-like prey animals, each built from primitive meshes: a brown horizontal capsule torso, angled cylindrical neck and small spherical head. They wander around the terrain. Each prey chooses a new random wander direction periodically and moves slowly at about 2.2 units/second. When the wolf comes within 14 units, the prey flees away from the wolf at about 6.2 units/second with a slight wandering offset, stays within the terrain bounds, follows the terrain height, and faces its movement direction. The wolf and prey should remain within the playable terrain boundary. Implement the core survival loop. Start hunger at 20, thirst at 15 and stamina at 100, all on a 0–100 scale. Hunger increases continuously at 1.6 per second and thirst at 2.0 per second, capped at 100. Stamina drains at 22 per second while sprinting and regenerates at 14 per second otherwise, capped at 100. Movement is approximately 4.3 units/second normally and 7.2 while sprinting. If hunger or thirst reaches 100, enter a weak state: movement speed drops to 3.1, sprinting is disabled, and repeatedly show the message “You are weak — find food/water!” There is no hard win or lose condition; the ongoing goal is to explore, hunt prey for food, and drink water to manage the survival meters. Hunting has two forms. If the wolf is moving and comes within 1.6 units of a living prey, immediately catch it, hide/remove that prey, reduce hunger by 35 (not below zero), and display “Caught prey — hunger down.” Also support an Interact action: when near a living prey within 4.2 units, consume it, hide/remove it, reduce hunger by 45, and display “You fed on prey — hunger down.” Interact should prioritize nearby prey over water. When no valid prey or water is close, display “Nothing to interact with.” When near a water spot within 5 units and no closer prey is available, Interact reduces thirst by 45 (not below zero) and displays “You drank — thirst down.” Provide mobile-first on-screen controls matching the prototype’s sparse dark HUD. At the top, show three rounded dark outlined panels labeled HUNGER, THIRST and STAMINA, each containing a horizontal rounded meter. Hunger and thirst meters represent remaining safety by displaying 100 minus the current hunger/thirst need; stamina displays current stamina. Use pale blue fills normally; make hunger/thirst fills red when their corresponding value is above 75; use a green fill for stamina. Under the meters, show a rounded instruction panel reading: “Left joystick: move • Right swipe: camera • Interact: eat/drink • Hold Sprint”. Place a large translucent circular virtual joystick with a smaller centered knob in the lower-left. Place two rounded outlined buttons stacked on the lower-right labeled “Interact” and “Sprint.” Interact is a tap action; Sprint is held, not toggled, and should release on pointer-up/cancel/leave. Show short centered status messages for eating, drinking, catching, and invalid interaction. Controls: mobile left-thumb virtual joystick for movement, hold the lower-right Sprint button to sprint, swipe on the right side to orbit the camera, and tap Interact. Desktop fallback uses WASD or arrow keys to move, Shift to sprint, mouse drag to orbit the camera, and E to interact. Movement direction should be relative to the camera’s flattened forward/right vectors, and the wolf should rotate to face its movement direction. Include lightweight synthesized feedback sounds for successful eating, drinking and catching after the first user interaction if audio is available.