UI motion
Interactive miniature town where typed commands change the world
Interactive miniature town where typed commands change the world by @dominikmartn. # Build an Interactive World Model Playground Build a complete…
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Prompt
# Build an Interactive World Model Playground
Build a complete, working browser experience called **Small World**.
It is a beautifully rendered miniature town that people can change through natural language and direct interaction. The world responds through connected systems: pedestrians, traffic, weather, destinations, water, and lighting.
The central experience:
**Change one thing. Watch everything react.**
Act as the product designer, creative coder, simulation engineer, and art director. Make implementation decisions independently within the constraints below.
Implement the experience in the current environment. This is a request for functioning software, not a proposal, mockup, video, or implementation plan.
## 1. The creative premise
Imagine a meticulously designed architectural model that has come alive.
Tiny people have destinations. Cars travel between neighborhoods. A river passes through town. Bridges connect its banks. People visit the park and gather in the square.
Then the user types:
> “Start a festival in the park.”
A small stage and lights appear. People change destinations and begin converging on the park. Nearby paths become busier.
The user continues:
> “Now make it rain.”
Cloud shadows move across the town. Rain begins. Umbrellas appear. Festival visitors leave exposed areas and walk toward reachable shelters.
Then:
> “Close the north bridge.”
Barriers appear. Approaching vehicles stop and choose another route. Pedestrians change their paths. The longer crossing becomes busier.
**These are not separate visual effects. They are consequences unfolding inside the same persistent world.**
That connected behavior is the product.
The experience should be compelling as a silent screen recording, but remain genuinely interactive when someone uses it themselves.
## 2. Priorities and scope
Build one small, exceptionally polished world rather than a sprawling, incomplete city builder.
Prioritize, in this order:
1. A visually distinctive, living miniature.
2. Real, legible cause and effect.
3. Reliable language commands and direct interaction.
4. Smooth motion and immediate feedback.
5. A reproducible showcase sequence.
The required scope is one town and the six interventions described below.
Do not add accounts, multiplayer, a large procedural map generator, economic systems, extensive dashboards, or a general-purpose construction editor.
The town should feel like a carefully composed physical diorama, not a generic low-poly asset pack.
Create a compact landscape with:
- A river separating two neighborhoods.
- Two bridges, with visibly different alternative routes.
- Approximately 12–20 buildings with varied silhouettes.
- A park, a small market square, and a riverside parking lot.