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Safari Reserve Manager
Generate a 3D management game about operating a wildlife reserve and safari business.
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Create a complete, self-contained HTML file for a 3D safari reserve management game. The player runs a wildlife reserve, balancing animal welfare, habitat health, guest satisfaction, and a limited operating budget. This should be a playable management game with meaningful decisions, not just a virtual safari tour. Core requirements: - Single HTML file; Three.js may be loaded from unpkg or jsDelivr, with all other CSS and JavaScript inline - Use a fixed default random seed of 518 for animal placement, movement variation, and event order. Restarting must reproduce the same initial state and event sequence - Initial state: begin paused on day 1 with $12,000, 50 reputation, 70 habitat health, three animal species visible, one lodge, one incomplete vehicle route, no facilities placed, and a short objective panel explaining the central loop - An attractive low-poly reserve viewed from an orbiting, zoomable management camera, with savanna, watering holes, vegetation, roads, and a lodge - Exactly three visually distinct animal species: elephants, lions, and zebras, moving in recognizable herds or territories - Core resources shown clearly in the HUD: cash, reserve reputation, habitat health, guest satisfaction, and welfare for each species - Exactly two buildable facility types: watering holes and ranger posts. Each has a visible construction cost and daily upkeep cost - Facility invariant: placing a watering hole within the elephant herd territory deducts its stated construction cost, adds daily upkeep, visibly reduces elephant thirst over time, and increases habitat health; removing or neglecting it reverses those trends - Ranger invariant: a staffed ranger post deducts upkeep and reduces the welfare damage caused by adverse events within its radius; an unstaffed or distant post provides no protection - One fixed safari vehicle route connecting the lodge to two viewing stops. The player may open and upgrade it but must not draw arbitrary routes. Opening it costs money; vehicles then carry guests, generate income only when they complete a circuit, and score higher satisfaction when animals are visible near the stops - Click animals to inspect species, health, hunger, thirst, stress, and population; these values must update over time and feed into aggregate welfare - A day cycle with pause, normal, and fast-forward controls; income, upkeep, animal needs, and habitat conditions should advance over time - Exactly two seeded management events: drought and an injured lion. Each offers two choices with stated costs, applies visible consequences to resources or animal state, and cannot be dismissed without choosing - Economy-ecology invariant: healthy, visible animals improve guest satisfaction; completed vehicle circuits convert satisfaction into income and reputation; facility costs reduce cash; insufficient habitat or welfare reduces sightings, satisfaction, income, and reputation. Display these causal changes in a compact event log - Win condition: finish day 7 with at least $15,000, 75 reputation, 70 habitat health, and no species below 65 welfare. Loss condition: cash falls below $0, reputation reaches 0, or any species remains below 25 welfare for a full day. Stop time and show a summary when either condition is met - Tooltips and immediate visual feedback for construction, invalid placement, resource changes, and completed objectives - A polished title screen, pause state, and restart option Make the systems understandable within a minute. Implement the linked economy and ecology loop correctly before adding decorative detail. A smaller coherent game is preferable to disconnected controls that only look functional.