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Behind the Pit Wall

  • 3d
  • strategy
  • racing
  • simulation
  • pit-wall
  • management
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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. Kelly Cavallaro built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Behind the Pit Wall yet. Play it, then tell Kelly Cavallaro what you would add next.

Make your own game

Behind the Pit Wall was built by Kelly Cavallaro 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 Behind the Pit Wall 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 Behind the Pit Wall

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.

Recreate a browser-based 3D F1 pit-lane engineering prototype titled “F1 // BEHIND THE PIT WALL,” with the subtitle “Career prototype · Silverstone weekend · FP2.” The game is an interactive third-person Three.js scene viewed from behind/around a controllable engineer avatar, while a dark, glassy telemetry HUD sits over the world. Build a long, narrow pit lane: a dark blue-gray ground plane, a lighter rectangular lane strip running into the distance, regularly spaced small white pit-lane markings down its center, and substantial dark gray walls on both sides. Place a garage building and pit-wall office environment at the far end, a desk near the office, and two red race-car models (one near the garage and another farther down the lane). Use a moody nighttime/deep navy palette with atmospheric fog, soft shadows, a warm directional key light, cool fill light, and a dark background. The player is a simple pale capsule-like humanoid engineer standing near the desk and can move through the scene with third-person controls (keyboard movement, camera-follow behavior, and jumping if supported by the controls implementation). Use freely available low-poly racing-kit/furniture-style GLB assets for the cars, garage, office, and desk, with shadows enabled.

The main game is the race-engineer decision console rather than driving. Overlay a fixed HUD with four principal dark translucent panels bordered in blue-gray: 
1) Top-left branding panel with a thin red accent at its left edge, the title in uppercase, and the Silverstone FP2 career-prototype subtitle.
2) Top-center status bar containing “JUNIOR PERFORMANCE ENGINEER,” a green “P2 target” pill, and an amber lap pill initially showing “LAP 12/28.”
3) Bottom-left live telemetry panel headed “LIVE TELEMETRY · #27 MAYA OKAFOR.” Show initial values: Position “P7 · +0.84s,” Tyres “MED · 68%” with a cyan/blue horizontal wear bar, Fuel “46.2 kg” with a fuel bar, Track “Dry · 31°C,” Gap to teammate “+0.840s,” and Brake temp “811°C” (the underlying calculation is approximately 811°C). Keep the labels gray and values bright/white.
4) Right-side race engineer console, initially headed “RACE ENGINEER CONSOLE,” with explanatory text that the sim models tyre wear, fuel, and driver confidence. Provide a “Next stop” select with Stay out, Box · Softs, Box · Mediums, and Box · Inters; a “Driver mode” select with Balanced, Push, and Manage tyres; buttons “SEND CALL,” “CHECK WEATHER,” and “DEVELOP CAR”; and a strategy/radio log initially reading “Radio: ‘We have a window. Your call.’”

Implement the actual stateful mechanics. Start with lap 12, tyre condition 68, fuel 46.2 kg, position 7, gap 0.84 seconds, dry weather at 31°C, driver trust 62, respect 54, career reputation 18, and development count 0. The lap indicator must be generated from current lap and total 28; telemetry must update after every decision. On SEND CALL, record the selected lap/stop/mode in strategy memory and apply the following exact behavior:
- If Stay out is selected: Balanced reduces tyre by 5, fuel by 1.9 kg, and gap by 0.03 seconds; Push reduces tyre by 8, fuel by 2.4 kg, improves gap by 0.18 seconds, moves position one place forward (not above P1), and adds 2 respect; Manage tyres reduces tyre by 3, fuel by 1.5 kg, and increases gap by 0.08 seconds. Update the log to a radio message stating the uppercase mode and “We’ll reassess at the line.”, show a temporary toast saying “Driver acknowledged the call,” then advance the lap by one, capped at 28.
- If a pit stop is selected: Softs reset tyre to 92, Mediums to 88, Inters to 96; consume 7.5 kg fuel; move position one place forward but not above P2; reduce gap by 0.28 seconds but not below 0.18; increase trust by 2, except choosing Inters while the track is Dry reduces trust by 4. Update the log with “Copy. Box this lap for [compound]. Stay sharp.”, show a toast “Call sent: [compound] stop,” and advance the lap for the pit action and again for the normal end-of-lap behavior, capped at 28, matching the prototype’s two-lap increment for a stop.
Display tyres as MED when dry and INTER when wet, with the percentage rounded, fuel to one decimal, gap-to-teammate to three decimals, and brake temperature calculated as 760 + (100 - tyre) * 1.6 rounded.

CHECK WEATHER must toggle between Dry and Light rain. Dry sets temperature to 31°C and logs “Radar: rain cell moving away.” with toast “Track drying”; Light rain sets temperature to 22°C and logs “Radar: rain in 8 minutes. Crossover likely on lap 19.” with toast “Rain cell detected.” The tyre label should change to INTER while wet. DEVELOP CAR increments an aero-package/development counter, adds 2 career reputation, shows a toast like “Development focus logged · aero package 1,” and logs “Engineering note: aero package 1 queued. Performance gain will arrive next weekend.”

At bottom-right, add a second dark panel around 330px wide and roughly 270px tall titled “DRIVER RADIO · FREE TEXT.” It should show a scrollable conversation. On a fresh session the first message is from “Maya”: “Radio check. I can see the rear temperatures climbing. What are you thinking?” Add a text input with placeholder “Type anything to Maya…” and a SEND button. When the player sends text, append a “You” message and respond locally using keyword rules: text containing “sorry” or “mistake” reduces trust by 3 and replies “I appreciate you owning it, but we need to turn that into a better call.”; text containing “push” or “attack” increases trust by 2 and replies “Fine. Give me a clean window and I’ll lean on the tyres.”; text containing “win” or “podium” replies “That’s the target. Keep the radio calm and let me do the work.”; text containing “weather” or “rain” replies “I can feel the grip moving already. Don’t leave me out there on the wrong rubber.”; all other text replies “I hear you. I’m not fully convinced yet — show me the numbers and I’ll commit.” Show player messages with a cyan left border and driver messages with an amber left border. Persist the last 40 conversation entries in browser localStorage under “f1_maya_memory” and restore the most recent five at startup. Include the visible prototype note that messages are remembered locally and a secure server-side language-model relay would be required for genuinely open-ended AI replies.

Use responsive behavior close to the prototype: on screens narrower than 800px move the strategy panel down from the top, shrink/reposition the chat and telemetry panels, and keep the brand readable. Use a modern system/Inter-like sans-serif, uppercase letter-spaced section headings, cyan primary buttons, green and amber status accents, red branding accent, subtle gradients, borders, blur, and shadows. Buttons should have hover states, selects and text inputs should use the same compact interface styling, and toast notifications should fade in near the top center. The HUD must remain usable while the 3D avatar can be moved underneath it. Expose or preserve game state for the current session and player position if the platform supports it, including lap, position, gap, tyre, fuel, weather, trust, respect, career reputation, development count, conversation count, and player coordinates.

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