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Ashpire District

  • 3d
  • city-sim
  • exploration
  • third-person
  • cinematic
  • living-city
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dharmendra Kumar Pandey built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ashpire District yet. Play it, then tell Dharmendra Kumar Pandey what you would add next.

Make your own game

Ashpire District was built by Dharmendra Kumar Pandey 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 Ashpire District 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.

Read the build brief for Ashpire District

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 browser-based 3D third-person city-simulation exploration game titled “Ashpire District,” subtitled “DISTRICT 01 · LIVING CITY.” The player controls a simple stylized humanoid avatar in a compact square urban district and observes a continuously running city rather than fighting or collecting items. Use a dark cinematic sci-fi/urban visual style: a deep navy environment and sky, cool blue ambient lighting, warm sunset-capable directional light, soft shadows, fog, reflective dark asphalt, gray sidewalks, a central circular blue-gray plaza, and modular low-poly commercial buildings and street assets. Build the district on an approximately 54-by-54 ground plane. Lay out a cross-shaped road network around the central plaza: north, south, east, and west roads with sidewalks outside them, dashed pale lane markings, several streetlights, eight perimeter/edge buildings, and two parked cars (a taxi and a sports sedan). Use modular low-poly city-kit-style buildings, roads, cars, and lights where available.

The avatar is a small untextured/stylized person made from a teal-blue capsule-like torso, a skin-colored spherical head, and shadow-casting geometry. Start the avatar near the south side of the plaza. Provide third-person movement with camera follow/orbit, walking speed around 4.9, jumping with jump speed around 8.2 and gravity around -22. Support the creator platform’s normal keyboard/gamepad/touch third-person controls, with movement and jump; do not add combat, weapons, inventory, or arbitrary objectives.

Populate the district with 12 citizens. Each citizen is a simple low-poly person with a colored capsule body, spherical head, and two legs. Citizens continuously wander around individual home positions with slightly different movement phases and speeds. Their data/behavior should imply varied traits such as curious, cautious, sociable, and ambitious, with goals such as commute, shop, patrol, and socialize, but the visible behavior is routine wandering. Add two moving traffic vehicles: one taxi traveling along the horizontal road and one sports sedan traveling along the vertical road, looping continuously. Keep the city active while the player stands still.

Run a simulated clock: initialize around 18:12, advance time continuously so a full in-game day takes about 180 real seconds, and update the lighting from daylight to dusk/night. Support three cycling weather states in this order: Clear, Rain, Fog. Rain should visibly render many falling blue-white rain streaks across the district; hide rain in the other weather states. Fog should shorten the fog distance substantially, while Clear should provide the clearest view. The sky/background and fog should shift with weather and time, with rainy conditions cool blue-gray and nighttime very dark navy. Use cinematic tone mapping, ambient/hemi light, a warm directional sun, fog, antialiasing, and soft shadows.

Include an optional incident simulation controlled by a HUD button. Trigger Incident toggles a collision/emergency state, increments the event count, changes the active thread text, and makes citizens react by moving somewhat toward the center while traffic continues. While active, slowly increase a Wanted value from 0 toward a maximum of 5 and occasionally display a temporary toast such as “Emergency dispatch: units are rerouting traffic.” Toggling it off displays a toast like “Scene cleared — traffic is recovering,” and the mission text changes to explain that the scene is settling and the city remembers what happened. Weather changes should also show a temporary centered toast such as “Weather changed: Fog.”

Create a fixed glassmorphism HUD over the canvas. In the upper-left, show a translucent rounded panel with cyan uppercase “ASHPΙRE” branding and “DISTRICT 01 · LIVING CITY.” In the upper-right, show a translucent status panel with a cyan quality badge reading “CINEMATIC,” the simulated HH:MM time and current weather, “Citizens 12 · Traffic 2,” “Wanted 0.0 / 5” (updating during an incident), and “Funds 
.50B.” In the lower-left, show an “ACTIVE THREAD” panel with the heading “Observe the city” and explanatory text that the player should walk the district and watch the systems connect, and that the city keeps moving without them; update this paragraph for the collision/settling states. In the lower-right, provide buttons labeled “Weather: [current weather],” “Trigger Incident,” “Save,” and “Load.” Buttons should be dark blue translucent rounded controls with pale borders and cyan interaction feedback. Save should persist the current state and player position locally and show “Cinematic district state saved”; Load should restore it or show “No save found,” then show “District state restored” when successful. Make the HUD responsive for narrow screens, preserve the full-screen canvas, and keep all interactions usable on desktop and touch devices.

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