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Arcade › City Racer

City Racer

  • 3d
  • racing
  • arcade
  • mobile
  • low-poly
  • city
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. echo001inthechina built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Racer yet. Play it, then tell echo001inthechina what you would add next.

Make your own game

City Racer was built by echo001inthechina 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 Racer 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 Racer

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 mobile-friendly 3D arcade driving game titled "City Racer". Use a dark, low-poly nighttime city viewed from a smooth elevated third-person chase camera. The world is a flat square ground with a grid of broad dark-gray roads crossing horizontally and vertically, thin pale dashed center markings, and many randomly arranged chunky rectangular buildings filling the blocks between roads. Buildings should vary in width, depth, height, and muted blue-gray, brown, olive, and gray colors, with strong directional shadows and atmospheric dark-purple fog. Use simple stylized geometry and subdued lighting: a dark navy-purple background, ambient/hemi light, and one warm directional light creating long shadows.

Place a small sports hatchback player car near (0,-20) in the world, facing toward positive Z. Load or model a compact hatchback/sports car with a visible body, scale it appropriately to the roads, cast and receive shadows, and rotate it with steering. The car drives freely over the city grid; there is no traffic, enemy, weapon, health, fuel, timer, or building collision system. Keep the playable world bounded to roughly x/z ±30; when the car crosses a bound, reverse a portion of its speed to bounce it back.

Driving mechanics: use Arrow keys or WASD on desktop. Up/W accelerates forward, Down/S applies reverse/braking, Left/A and Right/D steer. Steering only works while the car is moving, and turning is slightly reduced at high speed. Use acceleration, friction when no throttle is held, a maximum forward speed around 12, and reverse speed capped around 6. Movement follows the car heading, with forward motion along its local positive Z direction. Also provide a large translucent circular virtual joystick at the bottom-left on touch devices: drag horizontally to steer and vertically to control forward/reverse, with a smaller translucent knob that returns to center on release. While active, the joystick overrides keyboard input.

Create six sequential golden checkpoint gates at these world locations: (0,10), (15,10), (15,-10), (0,-20), (-15,-10), and (-15,10). Each gate is a glowing gold horizontal torus/ring at about y=2.5 with two dark bluish support pillars, and the ring continuously spins. Only the next checkpoint should pulse and glow brightly; later checkpoints should be dimmer. When the car comes within about 2.5 world units of the current gate, count it, advance to the next gate, and briefly display a centered gold "CHECKPOINT!" notification. After all six are reached, loop back to the first checkpoint and continue counting, so the HUD can show values beyond six even though it displays "/ 6" as the route length.

Use an elevated perspective camera that follows behind and slightly above the car, smoothly interpolating its position and looking toward the car. The initial camera should show the city from above with the car area ahead, and it should remain centered on the moving car during play. Render with antialiasing, shadows, fog, and a dark cinematic low-poly look.

UI and flow: before play, show a full-screen semitransparent black start overlay with large centered white uppercase text "CITY RACER" and a smaller softly pulsing "Tap to start" beneath it; clicking/tapping anywhere on this overlay or pressing any key starts the game and fades/hides the overlay. While loading the car/city, show a full-screen dark loading screen reading "Loading city…" and hide it when the car asset is ready. During play, place a top-right HUD reading "Checkpoints 0" with the number in bold gold, and a second subdued line "/ 6". Keep the HUD and joystick over the 3D canvas and make the layout responsive for portrait mobile screens. Match the attached visual style: large dark geometric city blocks, sparse road dashes, very low-key lighting, white sans-serif typography, gold checkpoint accents, and a translucent gray joystick in the lower-left.

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