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Arcade › Cityline Stories
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdul Rahman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cityline Stories yet. Play it, then tell Abdul Rahman what you would add next.
Cityline Stories was built by Abdul Rahman 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 Cityline Stories 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 browser-playable 3D third-person urban free-roam game titled “Cityline Stories.” Use Three.js-style rendering with a perspective camera following the active character, soft shadows, ACES-like tone mapping, atmospheric fog, and a stylized low-poly/blocky city aesthetic. The world is a large flat city grid under a blue daytime sky that continuously cycles through changing daylight intensity and background/fog brightness. Build the environment as a broad dark gray ground plane with a regular street grid: three horizontal roads and three vertical roads, each about 10 units wide, with pale lane markings arranged along them. Fill the intervening blocks with gray sidewalk squares and repeated commercial-style low-poly buildings. Roads should be nearly black, sidewalks medium gray, and lane marks muted cream/yellow. Add moving traffic consisting of seven blocky SUV-like vehicles traveling along the roads in opposite directions, looping around when they reach the edge of the city. The player can freely explore as one of three blocky animated characters, named Niko Parker, Michael Stone, and Liam Parker. Start with Niko active and show only the active character. Place all three near the starting area. Character movement is third-person with WASD or arrow keys, supports running with Shift, jumping with Space, gravity, and collision/slope handling appropriate for a simple outdoor city environment. The camera follows behind and above the selected character at a roughly 7-unit distance. Provide both keyboard character switching (1, 2, 3) and on-screen buttons labeled “1 Niko,” “2 Michael,” and “3 Liam.” Do not allow character switching while driving the car. Place a yellow taxi near the starting area. The player can enter or exit it by pressing E or an on-screen “ENTER CAR” button when close enough (within roughly 6 units). While inside, hide the character and drive the taxi with WASD or arrow keys: up/W accelerates forward, down/S reverses, left/A and right/D steer, with arcade-style turning and a driving camera following behind the taxi. On exit, show the character beside/behind the taxi and change the button label back to “ENTER CAR”; while driving, label it “EXIT CAR.” The sole mission is shown as a bright blue rotating circular marker located across the city around coordinates (45, -45). The HUD initially says “Mission: Reach the blue marker.” When the active character reaches within about 4 units of the marker, mark the mission complete and change the message to “Mission complete — free roam unlocked.” The marker remains visible. Include a circular minimap in the upper-right: dark navy background, pale gray street grid, a yellow dot for the active player, a blue dot for the mission marker, and small red/pink dots for traffic, with positions tracking the world. Use a fixed overlay HUD. In the upper-left, show a dark translucent panel with a blue border, the gold title “CITYLINE STORIES,” the mission text, and a compact control hint reading “WASD / arrows move · Shift run · Space jump · E enter/exit car · 1/2/3 switch.” Put the minimap at top-right. Put character switch buttons at bottom-left and the car and “JUMP” buttons at bottom-right; buttons should be dark blue translucent rounded rectangles with pale blue borders and white bold text, usable by pointer/touch input. The JUMP button should trigger the same jump action as Space. Start with a full-screen very dark navy title/loading fade displaying centered gold “CITYLINE STORIES,” then remove/fade it once the 3D scene and assets are ready. Keep the overall presentation clean, game-like, and readable, with gold accents, navy UI, cool blue-gray city materials, and warm directional sunlight.