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Arcade › Constable on Call

Constable on Call

  • 3d
  • third-person
  • police
  • action
  • arcade
  • driving
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. kendall_leon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Constable on Call yet. Play it, then tell kendall_leon what you would add next.

Make your own game

Constable on Call was built by kendall_leon 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 Constable on Call 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 Constable on Call

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 third-person police patrol game titled "Constable on Call". The player is a realistic human UK constable in a dark blue police-style outfit with a simple black police hat and small gold badge, carrying a compact black-and-yellow taser in the right hand. Use a behind-the-character third-person camera with mouse look, and support pointer-lock look after clicking the game. The setting is a simple sunny/overcast low-detail UK-like urban street: a broad green ground plane, a straight dark asphalt road running through the scene, gray sidewalks on both sides, large low-detail commercial buildings along the edges, a few leafy trees, and curved street lamps. Use directional sunlight, soft shadows, blue ambient hemisphere lighting, and atmospheric blue-gray fog in the distance. Keep the playable area bounded roughly from x=-22 to 22 and z=-18 to 28.

Core objective: find the fleeing suspect and tase/arrest him. Begin on foot near the street, with the suspect initially around (6, 0, 15), and show an on-screen prompt shortly after startup: "Find and tase the suspect (T key)". The suspect is a second realistic casual male character. While not stunned, he wanders around the area with a walking animation; when the player comes within 11 world units, he flees from the player at about 5.6 units/second with a running animation. Outside that range he patrols in a slowly changing random direction at about 2.8 units/second (actual movement is reduced while patrolling). Keep him on the ground and smoothly turn him in his movement direction.

On foot controls: WASD or arrow keys move, mouse looks, Space jumps, and Shift runs. Use realistic movement speeds of approximately 4.2 walking and 7.8 running, jump speed 9.5 and gravity -22. T fires the taser. Also allow clicking to fire when the pointer is not locked (while on foot). A fired taser projectile is a tiny glowing yellow sphere launched from in front of the player at chest height, travels in the player’s facing direction at roughly 38 units/second, and expires after 0.7 seconds. Add a very brief pale yellow muzzle-flash sphere. If the projectile comes within about 1.4 units of the suspect, arrest him: stop his movement, play a defeat/fall animation if available, add 150 points, and display the message "SUSPECT TASED & ARRESTED! +150" for about 2.8 seconds. After about 2.6 seconds, respawn a new active suspect at a random x from -4 to 12 and z from 12 to 22 with a random rotation, then continue the loop. There is no health, ammunition, timer, or failure screen; the score can continue increasing by 150 for each successful arrest.

Include a UK-style police patrol car initially parked around (11, 0, 4), positioned beside the road. It should be a low-detail police car model with a roof light bar containing two blue light blocks. Press E near the car (within 4.5 units) to enter or exit. If too far away, display "Get closer to the patrol car" briefly. When entering, disable on-foot controls, hide the constable and taser, switch the status to "In Patrol Car", and display "In patrol car - WASD to drive". Drive the car with WASD or arrows: W accelerates forward, S reverses/brakes, A/D steer, with acceleration around 22 forward and -14 reverse, friction around 0.94, speed clamped between -18 and 28, and steering that turns only when moving. Follow the car in a third-person camera from approximately (0, 4.5, 7.5) relative to its rotation, looking toward the car. Keep the car within the same world bounds. When exiting, restore the constable and taser, place the player about 3.2 units to the car’s right side, restore on-foot camera/control, and show "On foot again" briefly. The player cannot fire the taser while in the car.

HUD must remain visible over the 3D scene in fixed translucent-black panels. In the upper-left show a bold title "Constable on Call" and exactly these practical hints: "WASD / Arrows: Move   Mouse: Look", "SPACE: Jump   SHIFT: Run", "T Taser   E Enter/Exit Car", and "Click to lock mouse for look"; render T and E as small dark keycaps if possible. In the upper-right show "Score: 0" initially, updating the score, and below it "On Foot" or "In Patrol Car" depending on mode. Center a temporary translucent-black message panel near the bottom, around 80 pixels above the bottom edge, for objective and event messages. Use white sans-serif text, rounded corners, and the clean minimal HUD style shown in the reference. Ensure the initial scene and HUD are visible while external 3D assets load, and provide simple fallback low-poly character, car, building, tree, and street-lamp shapes if assets are unavailable.

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