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Arcade › City Drive

City Drive

  • 3d
  • driving
  • city
  • arcade
  • free-roam
  • low-poly
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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. Küçükkaya Kids built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Drive yet. Play it, then tell Küçükkaya Kids what you would add next.

Make your own game

City Drive was built by Küçükkaya Kids 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 Drive 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 Drive

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 browser-based 3D free-driving game titled "City Drive" using Three.js. Show a third-person chase camera behind and slightly above a simple blue player's car, looking toward the car's forward direction. The car is a low-poly/blocky vehicle: a glossy cyan-blue rectangular body, dark navy box cabin/window, and four small black cylindrical wheels. Place it in a broad minimalist city intersection/world under a pale blue sky with matching distance fog. The ground is dark blue-gray, with a large raised-looking asphalt road cross: one north-south road and one east-west road, each about 12 units wide, bordered by light gray curbs/sidewalk strips. Add short yellow rectangular lane markings at regular intervals along both roads. Surround the roads with sparse commercial city buildings using low-poly Kenney-style assets: several gray/neutral building forms and a taller skyscraper, placed around the intersection rather than densely filling every block. Add street lamps along both sides of the north-south road: thin dark poles with small warm cream/yellow glowing spherical lights at their tops. Use soft shadows, warm late-afternoon directional sunlight, cool ambient fill, subtle reflective/rough materials, and a clean stylized low-poly presentation.

The player starts near the south end of the main north-south road, around world position (0, 0.12, 38), and can freely drive across the bounded city area. Implement acceleration and reverse: W or Up Arrow accelerates toward approximately 13 world units/second, S or Down Arrow reverses toward approximately -6, and without throttle the car smoothly returns toward stopped. Space applies a strong brake and rapidly brings speed to zero. A and Left Arrow steer left; D and Right Arrow steer right. Steering should smoothly approach the held input and rotate the car based on current speed, allowing arcade-style turning. Clamp the player's x and z position to roughly -76 through 76. Track distance traveled, but do not add collisions, damage, laps, missions, weapons, or win/lose states because they are not part of the original mechanics. The displayed speed is the absolute movement speed converted to km/h by multiplying by 7.2.

Populate exactly four moving traffic vehicles on the roads, using alternating simple sedan and yellow taxi-style low-poly car assets. Put two on the north-south lanes around x=-3.3 and x=3.3 traveling in opposite directions, and two on the east-west lanes around z=-3.3 and z=3.3 traveling in opposite directions. Have them continuously move at roughly 5.2 to 6.6 units/second and wrap from one end of the city road bounds to the opposite end when they pass ±72. Populate exactly eight simple pedestrians, each made from a capsule-like colored body and a small skin-colored spherical head. Use varied clothing colors such as blue, red, green, and purple. Animate them continuously with gentle sinusoidal movement around the city blocks and slight rotation; they are decorative and do not collide with the player.

Use a 60-degree perspective camera with smooth trailing interpolation. Keep the camera roughly 7.2 units behind the player's forward direction and 4.2 units above the car, aiming near the car's upper body. Render antialiased shadows, fog beginning around 45 units and fading by 190 units, with ACES-style tone mapping and a bright but muted afternoon palette. Make the game responsive to window size.

Overlay a fixed HUD above the canvas. In the upper-left, show a dark translucent rounded rectangular panel with a subtle light border and shadow. Its heading reads "CITY DRIVE" in uppercase, spaced light blue lettering. Beneath it show live text in the exact format "[speed] km/h · 4 traffic · 8 pedestrians", with the rounded speed in whole km/h. Near the bottom center show a dark translucent pill-shaped instruction bar reading "WASD / arrows to drive · Shift boost · Space brake · drag to look" to match the visible interface, even though the actual implemented driving behavior only needs the WASD/arrow controls and Space brake. On coarse/touch screens, show three translucent circular controls fixed near the bottom: a left arrow at bottom-left, a right arrow at bottom-right, and a smaller circular "BRAKE" button just left of the right arrow. The touch left/right buttons steer while held and the brake button brakes while held. Keep the HUD nonintrusive and let the 3D scene fill the entire viewport.

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