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Cabinet Drift Club

  • 3d
  • arcade
  • racing
  • rc-car
  • drifting
  • toy-room
  • progression
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. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cabinet Drift Club yet. Play it, then tell Hudson Peterson what you would add next.

Make your own game

Cabinet Drift Club was built by Hudson Peterson 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 Cabinet Drift Club 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 Cabinet Drift Club

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 playable 3D arcade RC-car racing game titled “Cabinet Drift Club.” Use a third-person chase camera behind and slightly above a tiny toy car, with a gentle camera follow and a slow orbiting presentation camera while in the menu. The race takes place on top of a large wooden cabinet in a softly lit toy-room: show the cabinet, a blue rug, beige room floor, pale back and side walls, warm sunlight, soft shadows, and household props around the course such as books, a table lamp, picture frame, small plant, desk chair, stool, TV stand, and side table. The course is a dark, narrow, glowing-edged ribbon track laid across the cabinet top, with a bright finish gate and circular finish marker. Make the scene semi-realistic and toy-like using low-poly furniture and RC-car assets, warm daylight, readable silhouettes, and a cool blue/cyan HUD aesthetic.

Core game: the player races against exactly three AI RC rivals around a closed loop for multiple laps. The default Cabinet Circuit is a wide beginner loop with books and a lamp near outside corners, 3 laps, a 95-second timer, and 3 bots. Implement the other selectable layouts as closed Catmull-Rom-style loops: Book Bend (tight S-curves, 3 laps, 98 seconds), Lamp Dash (faster chicanes, 4 laps, 112 seconds), and Nightstand Run (hardest technical layout, 4 laps, 116 seconds). Place their specified furniture props as collision obstacles. The player drives continuously with acceleration, steering, braking, reversing, speed drag, and momentum. Carrying speed into a bend while steering should automatically produce a sideways slip/drift; visually lean/roll the car during drift. Keep the car generally guided toward the track tangent but allow it to slide wide. Going too far outside the track or hitting a household prop causes a crash, particle burst, sound, and respawn at the nearest track point with speed reset. Allow a maximum of 4 crashes; the fourth ends the race. Running out of time also ends the run. Crossing the start/finish line advances the lap; completing the final lap finishes the race and computes placement against the bots.

Controls: keyboard WASD or arrow keys for steering and driving; Space activates boost, Shift brakes, and support reverse. Also provide mobile/touch controls: left and right steering buttons plus GO, BOOST, BRAKE, and REV buttons. The start overlay includes a “Start Race” button; after finishing show “Race Again,” and support R as a rematch shortcut. Include short confirmation, crash, finish/lap, and win sounds, triggered after user interaction.

Add persistent progression with localStorage. Begin with 0 coins and only the Sky Racer, Cabinet Circuit, and Waxed Runner unlocked. Offer four selectable cars with distinct handling: Sky Racer, balanced starter (max speed 13.5, acceleration 11.4, grip .84, drift 1.05, boost 1.1); Turbo Needle, fastest top speed but loose grip (15.2, 12.6, .72, 1.24, 1.2), costs 14 coins; Grip Wagon, slower and stable/grippy (12.5, 10.3, .95, .82, 1.05), costs 18; Crown Slider, technical all-rounder (14.2, 11.0, .80, 1.16, 1.12), costs 24. Use distinct toy-car models/colors or equivalent silhouettes.

Offer four selectable drift-surface kits whose visible patches are placed on the racing line and apply handling modifiers when the player drives over them: Waxed Runner (free starter; cyan strips; drift +.18, grip x.95, speed x1.02), Vinyl Record Set (12 coins; dark circular discs with cyan centers; drift +.34, grip x.88, speed x1.04), Silk Scarf (18 coins; pink elongated strips; drift +.28, grip x.91, speed x1.03), and Baking Tray (24 coins; metallic light strips/trays; drift +.40, grip x.84, speed x1.06). Make these patches visually obvious with contrasting colors and ring/accent details.

Rewards: when the player finishes, award by placement using 1st=12, 2nd=7, 3rd=4, 4th=2 coins, plus a difficulty/track-index bonus of 0, 2, 4, or 6 coins for the four tracks. Persist unlocked cars, tracks, surfaces, selected setup, and coins. Bots should follow the racing line with car-specific speeds, mild curve slowing and small lane/drift motion, and ranking should compare lap plus progress, with completed racers ahead. Do not invent weapons or extra gameplay systems.

HUD and menus: overlay the 3D scene with dark translucent glass panels, subtle blur, thin borders, cyan/gold accents, and clear sans-serif typography. At the top show five stat cards: Track, Lap (for example 1 / 3), Place (1st etc.), Time with one decimal, and Coins. Show a centered temporary message pill for countdowns, lap notices, crashes, and rewards, plus a bottom status pill describing the selected car, active surface, drifting state, and objective. The opening/full-screen overlay should be titled Cabinet Drift Club and explain that the player picks a track, drifter, and surface before racing RC bots. Include four tip cards: Drive, Auto Drift, Bots, and Coins. Below, show card-based selectable sections for Garage, Tracks, and Drift Surfaces, with descriptions, stats pills, prices, Owned/Unlocked states, and buttons to select or buy items; disable purchases when the player lacks coins. On mobile collapse grids to one column and top HUD to two columns. Keep touch controls visible over gameplay but not interactive through the menu overlay.

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