ai21.net
语言

用Three.js制作的孤岛惊魂3风格游戏原型

演示视频

用Three.js制作的孤岛惊魂3风格游戏原型 — 1

提示词

Create a visually stunning, highly atmospheric, interactive first-person 3D game set in a small tropical lagoon with a jungle survival outpost.
The game should capture the feeling of standing alone on a beautiful tropical island, similar in atmosphere and environmental design to Far Cry 3, with modern graphics, cinematic lighting, advanced shaders, and detailed environmental interactions.
I WILL PROVIDE REFERENCE IMAGES. Use the uploaded images as the primary visual references for the environment, composition, color palette, vegetation, outpost design, lighting, and overall atmosphere. Recreate the visual mood and environmental character of the references as closely as possible.
The result should be a playable, polished first-person experience, not a static scene or a simple tech demo.
1. WORLD AND ENVIRONMENT
Build a SMALL but extremely detailed tropical lagoon.
Do not create a massive open world. Prioritize visual fidelity, environmental density, atmospheric quality, and interactivity over map size.
The scene must include:

A beautiful tropical beach with sand, small rocks, driftwood, and scattered vegetation.
A stunning turquoise ocean with realistic waves and water transparency.
Shallow coastal water transitioning naturally into deeper blue water.
Dense tropical jungle surrounding the lagoon.
Palm trees, tropical bushes, vines, ferns, tall grass, and exotic plants.
Large moss-covered rocks and weathered coastal cliffs.
A small survival outpost located directly beside the beach, partially surrounded by jungle.
Natural pathways connecting the beach, outpost, and jungle.
Small environmental details that make the location feel authentic and lived-in.
The lagoon should feel isolated, peaceful, mysterious, and slightly dangerous.
The environmental aesthetic should be strongly inspired by Far Cry 3's tropical island atmosphere, but with the graphical quality and lighting of a modern high-end game.
2. THE OUTPOST
Create a small jungle survival outpost, NOT a large military base.
It should resemble a tiny improvised shelter, wooden shack, or canvas tent built by someone surviving on a tropical island.
The outpost should feel handmade, worn, and realistic.
Include:

A small improvised wooden shelter or tent.
A simple wooden table.
A small sleeping cot or military-style bed.
An AK-47 lying somewhere inside the outpost.
A survival knife resting on the table or near the bed.
Animal skins and hides hanging from the shelter or lying on the furniture.
A wooden supply crate that can be opened.
Small storage containers.
Old backpacks and survival equipment.
Ropes, fabric, wooden planks, and improvised construction elements.
Subtle environmental storytelling through scattered personal belongings.
Everything should feel physically placed in the environment rather than randomly generated.
Make the shelter visually interesting through layered materials, shadows, ambient occlusion, fabric simulation, and carefully placed props.
3. FIRST-PERSON CHARACTER
The player controls a character from a FIRST-PERSON perspective.
The player's hands and forearms MUST be visible.
Create high-quality first-person animations:

Idle breathing.
Natural hand movement.
Walking and running animations.
Looking around.
Picking up objects.
Holding a weapon.
Throwing stones.
Using a knife.
Interacting with the environment.
The camera should have subtle, natural movement.
Avoid excessive camera shaking.
Hands must feel connected to the player's actions. They should not look like floating objects or static models.
4. STONE THROWING MECHANIC
One of the most important features is the ability to pick up and throw small stones into the ocean.
The player should be able to:

Look at a small stone on the beach.
Pick it up.
See the stone in their hand.
Aim toward the ocean.
Throw the stone using a natural first-person animation.
The stone must have realistic projectile physics.
When the stone hits the ocean, create:

A visible water splash.
Expanding circular ripples.
Small water droplets.
Appropriate splash sound.
Realistic interaction between the projectile and water surface.
Stone throwing should feel satisfying and physically believable.
Allow the player to throw multiple stones without restarting the game.
5. AK-47 INTERACTION
Place an AK-47 inside the outpost.
The player must be able to approach the weapon and pick it up.
When equipped:

Display the AK-47 in a proper first-person weapon position.
Show both hands holding the weapon.
Implement realistic weapon sway.
Implement a shooting animation.
Add muzzle flash.
Add recoil.
Add shell casing ejection.
Add realistic gunshot audio.
Add environmental bullet impacts.
Add an optional reload animation.
The player should be able to shoot at rocks, trees, wooden objects, and other environmental surfaces.
Bullets should create appropriate visual and audio effects depending on the material they hit.
There is no need to create enemy AI or a combat campaign. Focus on making the weapon interaction feel polished and satisfying.
6. KNIFE INTERACTION
Create an interactive survival knife inside the shelter.
The player can pick it up and equip it.
Implement:

First-person knife holding animation.
Idle knife animation.
Knife swing animation.
Slash animation.
Appropriate sound effects.
Natural hand and wrist movement.
The knife should feel like a proper usable first-person tool, not a static object attached to the camera.
7. INTERACTIVE OBJECTS
Make the environment feel alive and interactive.
The player should be able to interact with selected objects.
Important interactions include:
Supply crate
The player can approach a wooden crate, interact with it, and open its lid.
The lid should animate naturally.
Plants
The player can approach specific tropical plants and harvest them.
Create a small first-person harvesting animation.
After harvesting, the plant should disappear from its original location or visibly lose its harvested part.
The collected plant must be added to the player's inventory.
Inventory
Create a simple but visually polished inventory interface.
Collected plants and other pickup items should appear in the inventory with their name, icon, and quantity.
The inventory must actually work and retain collected items during gameplay.
Other objects
Allow selected small objects around the outpost to be picked up or examined when appropriate.
Use subtle interaction prompts rather than oversized UI elements.
8. WEATHER SYSTEM
Implement a functional dynamic weather system.
The player should be able to switch between:

Clear tropical weather.
Cloudy weather.
Tropical rain.
Heavy tropical rain.
Rain must affect the entire environment visually.
When rain begins:

Rain particles appear.
Rain hits the ocean and creates small surface disturbances.
Sand and rocks become darker.
Leaves and wooden surfaces become wet.
Wet materials become more reflective.
Puddles appear where appropriate.
Atmospheric fog increases.
Rain audio becomes audible.
Ocean and jungle ambience change naturally.
Use wetness shaders and physically based material transitions.
The rain should feel like an actual tropical storm, not simply particles falling in front of the camera.
9. TIME OF DAY SYSTEM
Add a dynamic time-of-day system.
Allow the player to switch between:

Early morning.
Bright tropical noon.
Golden hour / sunset.
Night.
Each time of day must produce a noticeably different visual atmosphere.
Morning should include soft lighting and atmospheric mist.
Noon should feature strong tropical sunlight, vibrant turquoise water, and deep jungle shadows.
Sunset should have warm orange light, beautiful reflections on the ocean, and cinematic shadows.
Night should have moonlight, dark jungle silhouettes, subtle ambient lighting, and a peaceful tropical atmosphere.
Weather and time of day must work together.
For example, the player should be able to experience heavy rain at sunset or a cloudy nighttime lagoon.
10. GRAPHICS AND SHADERS — EXTREMELY IMPORTANT
VISUAL QUALITY IS ONE OF THE MAIN PRIORITIES.
Make the game look like a modern, high-quality tropical exploration game.
Use as many appropriate advanced graphical techniques as possible while maintaining playable performance.
Prioritize:

Physically Based Rendering (PBR).
Realistic water shaders.
Water refraction.
Screen-space or equivalent reflections.
Realistic ocean foam.
Shoreline water interaction.
Subsurface scattering for vegetation.
Detailed foliage shaders.
Wind-driven vegetation animation.
Soft dynamic shadows.
High-quality ambient occlusion.
Cinematic global illumination where supported.
Volumetric lighting.
Atmospheric fog.
Sun shafts passing through palm leaves.
Realistic wetness shaders.
Beautiful sky and cloud rendering.
High-quality tone mapping and color grading.
Subtle bloom.
Natural exposure adaptation.
High-quality material textures.
Realistic surface roughness and normal mapping.
Make the ocean and vegetation particularly impressive.
The water should look mesmerizing, with vibrant tropical colors, natural wave movement, and beautiful sunlight reflections.
Leaves and palm trees should move naturally in the wind.
The jungle must feel lush, dense, and visually rich.
Avoid flat lighting, generic low-poly graphics, cartoon-like materials, and empty environments.
Do not sacrifice the entire frame rate just to enable expensive effects. Use optimized techniques appropriate for the chosen engine.
11. SOUND DESIGN
Create immersive tropical environmental audio.
Include:

Ocean waves.
Water moving along the shoreline.
Wind passing through palm leaves.
Jungle birds.
Tropical insects.
Distant wildlife.
Footsteps on sand.
Footsteps on wood.
Stone throwing and water splashes.
Weapon handling.
AK-47 gunshots.
Knife swings.
Crate opening.
Rain hitting leaves, sand, wood, and water.
Use spatial audio and environmental sound variations where possible.
The lagoon should feel alive even when the player does nothing.
12. CONTROLS
Implement intuitive first-person controls.
WASD — Move.
Mouse — Look around.
Shift — Sprint.
Space — Jump.
E — Interact / pick up objects.
Left Mouse Button — Shoot, swing knife, or throw a held stone.
R — Reload the AK-47.
1 — Equip AK-47.
2 — Equip knife.
3 — Equip stone, if available.
I — Open inventory.
T — Change weather.
N — Change time of day.
ESC — Pause / settings.
Provide a small, elegant interface for changing weather and time of day.
Do not clutter the screen with unnecessary HUD elements.
13. VISUAL ATMOSPHERE AND ART DIRECTION
The entire experience should capture this feeling:
You are alone in a hidden tropical lagoon.
The ocean is crystal clear.
The jungle is dense and full of life.
A small improvised shelter stands beside the beach.
Your AK-47 rests near your sleeping cot.
A knife and survival equipment lie on the wooden table.
Animal skins hang from the structure.
Sunlight passes through palm trees and reflects from the ocean.
You can pick up a stone and throw it into the sea, watching the splash and ripples disappear into the waves.
You can explore the shelter, pick up your weapon, examine objects, gather tropical plants, and watch the weather change.
The scene should be beautiful enough that the player wants to stand still and admire the environment.
The visual identity should combine:
Far Cry 3 tropical island atmosphere + modern cinematic graphics + realistic water rendering + dense, detailed jungle + immersive first-person interactions.
14. IMPORTANT DEVELOPMENT REQUIREMENTS
This must be a WORKING, PLAYABLE EXPERIENCE.
Do not simply create a beautiful static 3D render.
Implement the actual gameplay systems described above.
Prioritize a small, complete, polished environment rather than a large unfinished game.
All important mechanics should work:

First-person movement.
Visible animated hands.
Pickable and throwable stones.
Functional water splash effects.
Equippable and shootable AK-47.
Equippable and usable knife.
Opening supply crates.
Harvesting plants.
Functional inventory.
Dynamic rain.
Dynamic time of day.
Advanced environmental shaders.
Do not replace the requested systems with decorative placeholders.
If development limitations require prioritization, complete the core mechanics first, then add graphical polish.
15. REFERENCE IMAGES
I WILL UPLOAD REFERENCE IMAGES AFTER THIS PROMPT.
These images are extremely important.
Analyze them carefully and use them as the main visual guide.
Pay particular attention to:

Lagoon shape and composition.
Position of the ocean relative to the beach.
Tropical vegetation density.
Structure and scale of the outpost.
Color palette.
Lighting.
Water appearance.
Atmosphere.
Environmental details.
The final game should feel like a playable recreation of the location and mood shown in my reference images.
Do not blindly generate a generic tropical island.
Use the references to create a distinctive, carefully art-directed, immersive lagoon environment.

中文译文

打造一款视觉惊艳、氛围浓厚、可交互的第一人称 3D 游戏,场景设定在一片小型热带潟湖中,并带有一座丛林生存前哨。
游戏应营造出独自站在美丽热带岛屿上的感觉,氛围与环境设计类似《孤岛惊魂3》,同时具备现代画面、电影级光照、先进着色器和细致的环境交互。
我会提供参考图片。请把上传的图片作为环境、构图、色彩搭配、植被、前哨设计、光照和整体氛围的主要视觉参考,尽可能贴近地重现参考图的视觉情绪与环境特征。
最终结果应是一段可游玩、打磨精良的第一人称体验,而不是静态场景或简单的技术演示。

1. 世界与环境
构建一片面积虽小、但细节极其丰富的热带潟湖。
不要制作庞大的开放世界。相比地图规模,应优先保证视觉保真度、环境密度、氛围品质和交互性。
场景必须包含:

美丽的热带海滩,有沙子、小石块、浮木和零星植被。
令人惊叹的碧绿海水,具有逼真的海浪和水的通透感。
近岸浅水自然过渡到更深邃的蓝色水域。
环绕潟湖的茂密热带丛林。
棕榈树、热带灌木、藤蔓、蕨类、高草和异域植物。
覆满苔藓的巨石和风化的海岸悬崖。
紧邻海滩、部分被丛林包围的小型生存前哨。
连接海滩、前哨与丛林的自然小径。
让地点显得真实、有人生活痕迹的细小环境细节。
潟湖应给人与世隔绝、宁静、神秘且略带危险的感觉。
环境美学应深受《孤岛惊魂3》热带岛屿氛围的启发,但应具备现代高端游戏的画面品质与光照。

2. 前哨
创建一个小型丛林生存前哨,而不是大型军事基地。
它应类似在热带岛屿上求生的人搭建的微型简易庇护所、木棚或帆布帐篷。
前哨应显得手工搭建、饱经风霜且真实可信。
包括:

小型简易木制庇护所或帐篷。
一张简易木桌。
一张小睡床或军用风格的床。
一把 AK-47 步枪,放在前哨内某处。
一把生存刀,搁在桌上或床边。
挂在庇护所上或摊在家具上的兽皮与毛皮。
一个可以打开的木质补给箱。
小型储物容器。
旧背包和生存装备。
绳索、布料、木板以及临时拼凑的搭建构件。
通过散落的个人物品进行含蓄的环境叙事。
一切都应让人感觉是实实在在地摆放在环境中,而不是随机生成的。
通过层次分明的材质、阴影、环境光遮蔽、布料模拟和精心摆放的道具,让庇护所在视觉上富有吸引力。

3. 第一人称角色
玩家以第一人称视角操控角色。
玩家的双手和小臂必须可见。
制作高品质的第一人称动画:

待机呼吸。
自然的手部动作。
行走与奔跑动画。
环顾四周。
拾取物体。
持握武器。
投掷石块。
使用刀具。
与环境互动。
镜头应有细微、自然的运动。
避免过度晃动镜头。
双手必须让人感觉与玩家的动作紧密相连,不能看起来像漂浮的物体或静态模型。

4. 投石机制
最重要的功能之一,是能够捡起小石块并把它扔进海里。
玩家应能够:

看向海滩上的一块小石头。
把它捡起来。
看到石头出现在手中。
朝海洋方向瞄准。
用自然的第一人称动画把石头扔出去。
石头必须具有逼真的抛射物物理效果。
石头落入海面时,要产生:

可见的水花。
不断扩散的圆形涟漪。
细小的水滴。
恰当的水花音效。
抛射物与水面之间逼真的交互。
投石应手感爽快,并在物理上令人信服。
允许玩家连续投掷多块石头,而无需重新开始游戏。

5. AK-47 交互
在前哨内放置一把 AK-47。
玩家必须能够走近武器并将其拿起。
装备后:

以正确的第一人称武器位置展示 AK-47。
显示双手持握武器。
实现逼真的武器摆动。
实现射击动画。
添加枪口焰。
添加后坐力。
添加弹壳抛出。
添加逼真的枪声。
添加子弹对环境的影响。
添加可选的换弹动画。
玩家应能射击岩石、树木、木制物体和其他环境表面。
子弹应根据击中的材质产生相应的视觉与音效。
无需制作敌人 AI 或战斗战役。重点是把武器交互打磨得精致、爽快。

6. 刀具交互
在庇护所内制作一把可交互的生存刀。
玩家可以将其拾起并装备。
实现:

第一人称持刀动画。
持刀待机动画。
挥刀动画。
劈砍动画。
恰当的音效。
自然的手部与手腕动作。
刀应让人感觉是一件真正可用的第一人称工具,而不是挂在摄像机上的静态物体。

7. 可交互物体
让环境显得有生命且可交互。
玩家应能与选定的物体互动。
重要交互包括:
补给箱
玩家可以走近一个木箱,与其互动并打开箱盖。
箱盖应有自然的动画。
植物
玩家可以走近特定的热带植物并进行采集。
制作简短的第一人称采集动画。
采集后,植物应从原位置消失,或明显失去被采集的部分。
采集到的植物必须加入玩家背包。
背包
制作简洁但视觉精致的背包界面。
采集的植物和其他拾取物品应显示在背包中,并带有名称、图标和数量。
背包必须真正可用,并在游戏过程中保留已收集的物品。
其他物体
允许在适当的时候拾取或查看前哨周围选定的细小物体。
使用含蓄的交互提示,而不是过大的 UI 元素。

8. 天气系统
实现可用的动态天气系统。
玩家应能在以下天气之间切换:

晴朗的热带天气。
多云天气。
热带降雨。
热带暴雨。
降雨必须在视觉上影响整个环境。
开始下雨时:

出现雨滴粒子。
雨点落入海面,激起细微的表面扰动。
沙子和岩石颜色变深。
树叶和木质表面变湿。
湿润材质反射增强。
在适当位置出现水洼。
大气雾变浓。
能听到雨声。
海洋与丛林的氛围声自然变化。
使用湿润着色器和基于物理的材质过渡。
降雨应让人感觉是一场真正的热带风暴,而不只是粒子在镜头前落下。

9. 昼夜时间系统
添加动态的昼夜时间系统。
允许玩家在以下时段之间切换:

清晨。
明亮的热带正午。
黄金时刻/日落。
夜晚。
每个时段都必须营造出明显不同的视觉氛围。
清晨应包含柔和的光线和大气薄雾。
正午应呈现强烈的热带阳光、鲜艳的碧绿海水和幽深的丛林阴影。
日落应具有温暖的橙色光线、海面上美丽的倒影以及电影感的阴影。
夜晚应有月光、幽暗的丛林剪影、细微的环境光,以及宁静的热带氛围。
天气与昼夜时间必须协同工作。
例如,玩家应能体验日落时分的暴雨,或多云的夜间潟湖。

10. 图形与着色器——极其重要
视觉品质是首要目标之一。
让游戏看起来像一款现代、高品质的热带探索游戏。
在保持可玩性能的前提下,尽可能多地使用合适的先进图形技术。
优先实现:

基于物理的渲染(PBR)。
逼真的水面着色器。
水的折射。
屏幕空间反射或等效反射。
逼真的海洋泡沫。
岸线水体交互。
植被的次表面散射。
精细的叶片着色器。
风驱动的植被动画。
柔和的动态阴影。
高品质环境光遮蔽。
在支持的情况下使用电影级全局光照。
体积光照。
大气雾。
穿过棕榈叶的阳光光束。
逼真的湿润着色器。
美丽的天空与云层渲染。
高品质色调映射与调色。
细微的泛光。
自然的曝光适应。
高品质材质贴图。
逼真的表面粗糙度与法线贴图。
让海洋和植被尤其令人印象深刻。
水面应美得令人着迷,具有鲜艳的热带色彩、自然的波浪运动和美丽的阳光倒影。
树叶和棕榈树应在风中自然摇曳。
丛林必须显得繁茂、浓密且视觉丰富。
避免平淡的光照、千篇一律的低多边形画面、卡通化材质和空旷的环境。
不要为了启用昂贵的效果而牺牲整体帧率。使用适合所选引擎的优化技术。

11. 音效设计
打造沉浸式的热带环境音效。
包括:

海浪。
沿岸流动的水声。
穿过棕榈叶的风声。
丛林鸟鸣。
热带昆虫。
远处的野生动物。
沙滩上的脚步声。
木质地面上的脚步声。
投掷石头与水花声。
武器操作声。
AK-47 枪声。
挥刀声。
打开木箱的声音。
雨点打在树叶、沙地、木材和水面上的声音。
尽可能使用空间音频和环境音效变化。
即使玩家什么都不做,潟湖也应显得生机勃勃。

12. 操控
实现直观的第一人称操控。
WASD——移动。
鼠标——环顾四周。
Shift——冲刺。
空格——跳跃。
E——互动/拾取物体。
鼠标左键——射击、挥刀或投掷手中的石头。
R——为 AK-47 换弹。
1——装备 AK-47。
2——装备刀。
3——装备石头(若有)。
I——打开背包。
T——切换天气。
N——切换时段。
ESC——暂停/设置。
提供一个简洁优雅的界面,用于切换天气和时段。
不要用多余的 HUD 元素让屏幕显得杂乱。

13. 视觉氛围与艺术指导
整个体验应传达这样的感觉:
你独自身处一片隐秘的热带潟湖。
海水清澈见底。
丛林茂密、生机盎然。
海滩边立着一座小小的简易庇护所。
你的 AK-47 就放在睡床旁。
木桌上放着刀和生存装备。
兽皮挂在结构上。
阳光穿过棕榈树,又从海面反射回来。
你可以捡起一块石头扔进海里,看着水花与涟漪消失在波浪中。
你可以探索庇护所、拿起武器、查看物品、采集热带植物,并观察天气变化。
场景应美到让玩家愿意停下脚步欣赏环境。
视觉风格应融合:
《孤岛惊魂3》的热带岛屿氛围 + 现代电影级画面 + 逼真的水体渲染 + 茂密精细的丛林 + 沉浸式第一人称交互。

14. 重要的开发要求
这必须是一个真正可运行、可游玩的体验。
不要只做一个漂亮的静态 3D 渲染。
实现上述实际的玩法系统。
优先打造一个小而完整、精致的环境,而不是一个庞大却未完成的游戏。
所有重要机制都应可用:

第一人称移动。
可见且带动画的双手。
可拾取、可投掷的石头。
可用的水花效果。
可装备、可射击的 AK-47。
可装备、可使用的刀。
打开补给箱。
采集植物。
可用的背包。
动态降雨。
动态昼夜时间。
先进的环境着色器。
不要用装饰性占位物替代所要求的系统。
如果开发限制需要排定优先级,请先完成核心机制,再添加画面润色。

15. 参考图片
我会在这条提示之后上传参考图片。
这些图片极其重要。
请仔细分析它们,并将其作为主要的视觉指南。
尤其注意:

潟湖的形状与构图。
海洋相对于海滩的位置。
热带植被的密度。
前哨的结构与尺度。
色彩搭配。
光照。
水面外观。
氛围。
环境细节。
最终游戏应像是对我参考图片中所展示地点与情绪的可玩化重现。
不要盲目生成一座千篇一律的热带岛屿。
利用参考图打造一个独特、经过精心艺术指导、富有沉浸感的潟湖环境。

溯源

原作者
maxt3chno
发布日期
2026-09-25(由推文 ID 反解)
原始出处
查看原帖 ↗
收录来源
zhuyansen/awesome-opus-5.5-video · 2103423427939897781 · 未声明许可