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Arcade › City Drift

City Drift

  • 3d
  • driving
  • arcade
  • drifting
  • open-world
  • police-chase
  • low-poly
  • mobile-friendly
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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. minecraft internet built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

City Drift was built by minecraft internet 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 City Drift 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 City Drift

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 browser 3D driving game titled “City Drift,” using a stylized low-poly city and a third-person chase camera. The player drives a bright orange/red sports sedan viewed from behind and slightly above; keep the car centered in a smooth follow camera that rotates with the vehicle and looks toward its rear/forward driving direction. Use a muted blue-gray sky with fog, strong directional sunlight, soft shadows, and a dark gray-green ground. Build a large flat city grid extending roughly 360×360 world units: broad straight avenues crossing at regular 20-unit intervals, dark asphalt road strips, pale lane-edge lines, repeated short cream center dashes, sidewalks, scattered low-poly skyscrapers and storefronts, streetlights, trees around the perimeter, distant faceted green hills, and four prominent dark blue bank buildings near the corners. Include simple moving traffic cars, stationary police cars, animated blocky pedestrians, glowing cyan collectible credit rings distributed around the streets, and a large bouncing/rotating yellow duck landmark near the outer edge of the city.

Driving is arcade-style with acceleration, reverse, friction, steering, collision against buildings and other world obstacles, and a speed cap. Keyboard controls: W or Up Arrow accelerates, S or Down Arrow reverses/brakes, A or Left Arrow steers left, D or Right Arrow steers right, Shift activates the handbrake/drift, Ctrl provides a temporary boost input, E interacts with nearby banks or special vehicles, and R resets the car to its starting location. On touch/mobile, provide a draggable steering wheel on the lower left, up/down throttle buttons on the lower right, and a large DRIFT handbrake button. Make the car yaw and slide laterally during handbrake turns. While moving quickly with the handbrake held and lateral slip is significant, award continuously increasing drift score and combo up to x12; show a temporary DRIFT score indicator. Collected cyan rings award 
00 in-game money and score, disappear, and should visibly animate by rotating and bobbing. Place four robbable banks around the city. When the car is within interaction range and E is pressed, mark a bank robbed once, award
000, and set a wanted timer. Wanted status should decay over time, and police cars should chase the player while wanted, slowing the player if they get very close. Display wanted stars based on wanted intensity: one star for an ordinary robbery, three stars at a higher threshold with police helicopters pursuing overhead, and five stars at the highest threshold, at which point a police tank appears near the outer city. Allow the player to press E near the tank at the highest wanted level to steal it, clear the wanted state, remove the tank from its original location, and attach/control it as the player vehicle. The game also supports running into pedestrians at sufficient speed: hide the pedestrian, add a score reward, increase wanted intensity, and activate a long-lasting combo multiplier; reproduce this as an arcade mechanic if implementing the source behavior. Do not add gore. Add a SHOP button in the upper-right HUD that opens a dark translucent power-up panel using only in-game money. Include: Police Evade for $500 (clears wanted), Turbo 15s for $750 (temporarily increases acceleration/speed), Combo x2 for 30s for
000, and Player Helicopter for $3000. Buying the helicopter hides the sedan and attaches a blue low-poly helicopter to the player at an elevated height, so it flies above the city while retaining player movement; keep the helicopter visible as the active player vehicle. The helicopter should have a boxy body, translucent cabin, tail, mast, and spinning rotor. Use a simple low-poly blue police-helicopter look for pursuing helicopters and spin their rotors. The HUD must be readable over the scene and use dark translucent rounded panels with pale blue and gold accent colors. In the upper-left show “CITY DRIFT,” a large live speed readout in KM/H, the live DRIFT SCORE and combo, and a compact controls hint. At the top center show contextual status messages such as finding a bank, bank robbed, wanted/escape-the-police, collected credit, or active power-ups. Show a DRIFT + SCORE pill in the upper-right when drifting. Add a scoreboard panel on the left showing score, combo, cash, banks robbed out of four, and wanted seconds/stars. Add a 160×160 dark minimap in the lower-right showing the city grid, the player as a cyan directional arrow, banks (gold until robbed, gray after), cyan credits, police, and living pedestrians. Keep touch controls along the bottom edge and allow desktop controls simultaneously. Use soft shadows, ambient/hemisphere lighting, fog, restrained low-poly Kenney-like assets, and responsive camera/HUD scaling. There is no separate level transition or scripted ending; the open city loop is the game, with drifting, collecting credits, robbing banks, escaping police, and vehicle power-ups as the ongoing goals.

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