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Interactive Robot Pet on a Workbench

A detailed Three.js game specification for a four-legged robot with expressive motion, visible battery cells, charging and three object-driven jobs.

Created by ZEUS⚡️View original source
Interactive Robot Pet on a Workbench

About this example

The creator's published prompt. Translations and your edits may change the result.

The original prompt was checked against the author’s post or a direct reply from the same author. Translations preserve the instruction; the original text is retained separately.

Creator notes

Save the specification as a project file and follow its scope and priorities. Start with silhouette, proportions and planted-foot walking, then add head tracking, battery states and the three jobs. The source explicitly excludes a physics engine and limits the scene to one workbench; inspect the requested renders before considering it finished.

Three.jsrobot petinverse kinematicsprocedural animation3D game

The prompt

THE FULL SPEC. SAVE IT AS A FILE IN THE PROJECT FOLDER, NOT AS A CHAT MESSAGE. THEN: /goal build this in three.js, read SPEC.md and follow it exactly, especially sections 9 and 10. { START } 1 WHAT THIS IS a small four-legged robot lives on a workbench. you charge it, play with it, and give it three jobs. it never leaves the bench and neither do you. that is the whole game. two things carry this build and nothing else does: how the robot looks, and how it moves. the player spends the entire game looking at one object from a fixed distance, so that object has to be worth looking at, and it has to move like it is alive. it is not a talking pet. no voice, no mouth, no face on a screen, and it never repeats what you say. it is a machine that pays attention to you, which is a different and better thing. 2 THE ROBOT about the size of a cat, on four legs. proportion, which is where charm comes from: - the body is a rounded block, wider than tall, about two head widths long. it reads heavy. - the head is large for the body, roughly 40 per cent of body height, and sits forward on a short neck. it reads curious. not a chibi head, and the eyes are not big. - the legs are slender next to that body, so a heavy thing is carried on light limbs. that contrast is what makes the walk look delicate rather than clumsy. - a stub tail that is really a counterweight, and swings like one - one short antenna on the head that whips and settles half a beat behind every movement. costs almost nothing, and it is the single biggest source of life in the whole model. three materials, no more than three: 1 painted panel, soft bone white, matte, slightly warm. over the back, the haunches and the top of the head. at least 60 per cent of the visible surface or it reads as a pile of parts. 2 bare machined metal, cool mid grey, on legs, frame, joints and neck. warm brass at each joint ring only. 3 dark rubber, near black and matte, on the four feet, the neck sleeve and the cable. the face: two round lenses of equal size, set wide, recessed behind a machined groove across the brow. the groove is a machined edge, not an eyebrow, and it never moves. all expression comes from head angle, antenna and lens brightness. one flaw: one shoulder panel is a slightly different shade, as though replaced once. nothing draws attention to it. silhouette test, pass or fail: render the robot pure black on white at 64 by 64 pixels, from the side and three quarters. the raised head, the gap between head and body, four legs with daylight between them, and the tail must all still read. if any two masses merge, change the model, not the render. 3 THE BATTERY IS THE PROGRESS BAR a strip of five cells runs along one flank, lit amber. they go out one at a time as it runs down and light one at a time as it charges. nothing on screen shows a number or a bar. 5 cells brisk, head up, tail swinging 4 normal 3 slower, head slightly lower 2 it sits down between actions instead of standing 1 it walks to the charging pad on its own and waits 0 it folds its legs and powers down where it stands, lenses dark, waiting to be carried to the pad it never breaks, never dies, and nothing is lost at zero. 4 HOW IT MOVES - a real walk. diagonal pairs, feet planted on the bench and staying there while the body passes over them. feet do not slide. - weight. the body dips on the loaded pair. starting, it leans forward before it moves. stopping, it takes one short step to catch itself. - it watches you. the head follows the cursor whenever the cursor is over the bench, and the neck leads the turn before the body. - it recovers. nudge it and it staggers, plants a leg wide, and rights itself. it never falls over. - it settles. standing still it shifts weight every few seconds, and the lenses do a slow blink: they dim and come back, they do not close. it gets better with practice. every job done makes the wobble a little smaller and the movement a little faster, up to a limit. nothing announces this. by the twentieth job it visibly moves like a machine that knows what it is doing, and that change is the only progression in the game. 5 THE BENCH one workbench, seen from a fixed distance. warm, worked in. bench top worn pale timber. wall behind cool grey green, plain. robot bare metal with warm brass at the joints. lenses and cells amber, the only lit colour. lamp light warm, from one side, casting a long soft shadow. everything else muted. on the bench: a charging pad with a coil of cable, a jar of bolts, a rolled cloth, a small crate, a desk lamp, a rubber ball, a tin bowl. nothing else. the lamp is the only light source. when the robot crosses in front of it, its shadow sweeps across the bench. 6 DESCRIBED ONLY THROUGH USES - you drag the ball across the bench and the robot's head tracks it before its body turns to follow - you put the robot on the charging pad and one cell lights, then the next, with a pause between each - you nudge it from the side and it staggers, catches itself on a wide leg, and straightens - you drop a bolt in the tin bowl and it walks over, picks it up in its mouth plates, and carries it to the jar - you leave it alone and it walks to the edge of the bench, looks over, and backs away - you scratch the panel on its back and it lowers its body and holds still until you stop show all of this happening. never explain it in a caption. 7 THE THREE JOBS each exists to show a different kind of motion, and each is asked for by putting an object on the bench, never by a menu. fetch drop a bolt anywhere. it walks over, picks it up, takes it to the jar. shows the walk and the turn. stack put three crates out. it pushes them into a stack, one at a time. shows the push, the brace and the lift. chase roll the ball. it runs it down, stops it with a foot, and brings it back. shows the run, the skid and the stop. each job costs a little charge. a job done at 2 cells is slower and wobblier than the same job at 5. no queue, no order, no timer, no reward. 8 THE INTERFACE bottom centre: a single prompt card when something is in reach, naming the key or the drag and the action, which disappears when it is not. nothing else on screen. no battery bar, no happiness meter, no hunger meter, no coins, no level, no experience, no stars, no timer, no menu, no settings, no tutorial popup, no floating label over the robot. everything the player needs to know is on the robot's body. camera: fixed on the bench, three quarters from the front and slightly above. 40 degree vertical field of view. the robot fills 30 to 45 per cent of frame height at the centre of the bench. each battery cell at least 8 pixels wide at 1080p. the whole bench in frame at all times. drag to orbit through about 60 degrees and no further. the camera never leaves the bench and never cuts. 9 BANNED, EACH ONE NAMED the pet: no voice, no talking, no repeating what you say, no microphone, no face on a screen, no mouth, no eyebrows, no cartoon eyes with pupils, no hearts, no emoji, no speech bubble, no name entry, no costume, no hats, no paint shop. free-to-play: no coins, no gems, no currency of any kind, no shop, no ads, no daily reward, no streak, no notification, no energy that must be bought, no wait timer, no level, no experience bar, no achievements, no leaderboard. gameplay: no enemies, no combat, no health, no damage, no dying, no breaking, no repair mini-game, no fail state, no score, no timer, no quest markers, no cutscene, no loading screen art. repeats of my earlier builds: no beach, no palm trees, no crabs, no floating islands, no lanterns, no cherry blossom, no ninja, no shuriken, no voxel blocks, no pickaxe, no lava, no car, no city, no underwater, no kelp. render: no realistic textures, no hard shadows, no lens flare, no film grain, no letterboxing, no depth of field blur, no chromatic aberration, no grey screen fog. bloom on the lenses and the battery cells and nothing else. 10 THE BUILD BUDGET this build must finish in one working session. everything below is a hard no for this version. do not add it, do not stub it, do not leave a todo for it. no second room, no outdoors no second robot no saving or loading, a reload is a fresh robot no physics engine: hand-written inverse kinematics for four legs on a flat plane, plus simple box collision on the bench props no ragdoll no sound no menus, no settings, no pause screen no more than three jobs no day cycle where the time must go, in this order: 1 the robot's proportions and the silhouette test 2 the walk cycle and the foot planting 3 the head tracking, the antenna and the settle 4 the battery states and the charging pad 5 the three jobs 6 the bench dressing if time runs out, ship with an empty bench and a beautiful robot that walks well. never the other way round. a bare bench with a good robot is a finished game. a dressed bench with a stiff robot is nothing. before you call it done, prove these four with renders, not with words: the silhouette test at 64 px from two angles, a walk cycle at 5 cells and the same walk at 2 cells, the head tracking the cursor across the full orbit, and the robot at 5 cells and at 0 cells side by side. build it, then tell me the three things you would fix first. { END }

How to use this prompt

01

Start with the right workspace

Open your preferred coding assistant or 3D tool. Use the model shown on the example as a starting point, and check any linked project for setup instructions.

02

Choose one thing to change

Swap the subject, art style or setting. Keep the camera and interaction clear. Build a small version first, then refine one detail at a time.

03

Give the scene its own assets

For a custom character or prop, create a 3D model from a short object description or reference image, then bring it into your project.

Previews belong to their respective creators. Check the original source and project license before reusing code or assets.