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Arcade › Checkpoint GP
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mahanth .k built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Checkpoint GP yet. Play it, then tell mahanth .k what you would add next.
Checkpoint GP was built by mahanth .k 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 Checkpoint GP 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.
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 bright, arcade-style 3D racing game titled “Checkpoint GP.” Use a third-person chase camera behind and slightly above the player’s red race car, with smooth camera follow and a forward look-ahead. The world is a simple colorful low-poly circuit: vivid green grass infield, light blue sky background with light fog, soft ambient hemisphere lighting, strong directional sunlight, shadows, trees around and inside the circuit, roadside red-and-white barrier walls, and a compact closed gray road made from straight, curved, and arrow-marked road tiles. Place checkered flag posts at the start/finish area. Build a closed clockwise circuit from these approximate world-space waypoints, connected with road pieces: (-8,-12), (8,-12), (16,-8), (18,2), (14,12), (3,17), (-10,14), (-18,6), (-17,-5), (-13,-10), then back to the first point. (Use x,z coordinates on a flat ground plane.) Surround the road with barriers on alternating sides, and scatter stylized low-poly trees at the outer perimeter and a few infield positions. Use simple glowing checkpoint gates along the route at waypoint indices 0, 2, 4, 6, and 8: each gate is a translucent cyan or white horizontal ring/torus lying near the ground, supported by two short vertical poles. The first checkpoint/start gate is white; the other gates glow cyan. Animate/rotate gates subtly, and visually emphasize the checkpoint that the player must hit next. Use four small low-poly racing cars: a red player car and three AI rivals colored green, orange, and white. Place the player at the start/finish straight aligned with the road, with the AI cars staggered nearby. The player drives with arcade physics: W or Up accelerates, S or Down brakes and can reverse, A/D or Left/Right steers. Give the car forward speed with acceleration and drag, cap normal forward speed around 17.5 world units per second and reverse around 7.5, reduce grip and top speed when off the road, rotate the car according to steering and current speed, and keep it hovering just above the track. If the player strays well outside the road, push it back toward the nearest racing-line point, slow it, and play a short bump effect. Track the nearest safe position on the road; pressing R resets the car there, stops it, increments a limited reset counter, and ends the race if the player uses 5 resets. Automatically unstuck the car after it has been nearly stationary off the safe racing area for about four seconds. The race has 3 laps, 5 checkpoints per lap, and 3 AI rivals. Checkpoints must be collected in order: a checkpoint only counts when the car enters the current glowing gate’s radius, and missed gates do not count. Once all five are collected, crossing the first/start gate from the finish-line direction completes a lap and arms the next lap. The player wins only by completing 3 laps and finishing in 1st place. AI cars follow the same closed racing line at slightly different, deliberately manageable speeds, with small lateral offsets, and rotate toward their direction of travel. Maintain lap, ordered checkpoint, total progress, speed, position/rank, finished state, and reset count. Create a HUD over the game view. At top left show a dark translucent rounded panel with bold white text for “Lap 1/3,” “Position 1st,” “Checkpoint 1/5,” “Speed 0,” and “Resets 0/5,” updating live. At top center/right show a dark translucent rounded message panel saying “Hit every checkpoint, then cross the finish line.” and update it with race feedback such as the next checkpoint, lap progress, reset warnings, and finish/loss messages. On desktop show a help strip for “W/↑ accelerate · S/↓ brake/reverse · A/D steer · R reset.” Before the race, show a centered dark translucent rounded modal titled “Checkpoint GP,” with “3 laps. 3 AI rivals. Finish first.” and “Missed checkpoints do not count — follow the glowing gates.” plus a yellow rounded “Start Race” button. On winning show “You Win!” and on losing show “Race Over,” with a restart button. Support touch/mobile play with controls overlaid near the bottom: a square translucent steering pad on the lower left with a movable yellow knob, a green circular GAS button on the lower right, a red circular BRAKE button below it, and a yellow RESET button beside them. Use pointer/touch hold behavior for gas and brake and drag behavior for steering. Start the race by clicking Start Race, or Enter/Space; keyboard or touch input should initialize simple synthesized audio. Add a low engine tone whose pitch/volume follows speed, a tire-skid tone while turning hard at speed, and a brief bump sound on barrier hits/resets. Keep the visual presentation clean, colorful, toy-like, and readable, with no extra gameplay systems beyond the race, checkpoint, reset, and finish rules described.