Arcade › Car Lot
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Create a simple third-person 3D car-lot trading game titled “Car Lot.” Use a Three.js-like real-time 3D presentation with a perspective camera, soft blue-gray distance fog, directional sunlight, hemisphere fill lighting, shadows, and a dark charcoal 48x48 flat ground plane. The player is a minimal bright-blue capsule-shaped humanoid/walker, positioned near the front of the lot, with third-person movement and a camera that follows/looks around the character. Support WASD and arrow-key movement, mouse look, and touch-friendly virtual controls/joysticks on mobile if provided by the control system. The player can walk around the lot but there is no combat or driving mechanic. Build the scene as a small dealership lot. At the rear, around z=-10, place a scaled-up low-poly city/shop building. In front of it, place a short horizontal strip/driveway made from repeated straight road tiles around z=5. Add simple fence sections along both side edges of the lot, approximately x=-9.5 and x=9.5, extending toward the building. Use low-poly stylized asset-pack vehicles with visible shadows and varied silhouettes/colors. Initially place four cars in a row across the lot around z=2: from left to right a Hatchback Sports at x=-7 priced at2,500, a Sedan Sports at x=-3 priced at5,800, a Sedan at x=1.5 priced at $9,800, and a Pickup Truck at x=5.5 priced at0000” value (updating as transactions happen), with the smaller subtitle “Buy cars • Sell for profit.” Add a bottom-left instruction panel saying “WASD / arrows to move • Mouse to look • Click cars to buy or sell.” The visual style should be clean, sparse, low-poly and game-like, with dark translucent HUD panels, white/gray text, and a black/dark background beyond the fog. Implement click interaction by raycasting from the mouse/touch pointer into the scene and identifying clicked car models, including clicks on any child mesh of a car. When a for-sale car is clicked and the player has enough money, subtract its listed price, mark it owned, move it to a garage/display area on the right side around x=7 plus 2.8 units per already-owned car and z=-1, rotate it to face a different direction, and show a temporary green toast such as “Bought Hatchback Sports for8,500. They are all initially for sale and rotated slightly. Start the player with0,000. Add a fixed upper-left HUD over the 3D view: a large bold white “Money:2500.” If the player cannot afford it, do not move it and show “Not enough money!” If an owned car is clicked, sell it for exactly floor(original price * 1.65), remove it from the scene, add that amount to money, and show a temporary toast such as “Sold Hatchback Sports for0625 (+$8125).” Maintain the count/state of for-sale and owned cars, and update the HUD immediately after every transaction. Use a short-lived centered-bottom dark toast notification for transaction feedback. Keep the implementation focused on this single buy/sell loop and the walkable dealership environment; do not add missions, traffic, enemies, inventory screens, or extra gameplay systems not described here.More free browser games