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Arcade › Country Highway
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Nobody has said anything about Country Highway yet. Play it, then tell the creator what you would add next.
Country Highway was built 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 Country Highway 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.
Recreate “Country Highway” as a Three.js-style 3D endless driving game viewed from a cinematic third-person chase camera behind and above the player car. The player drives automatically forward on an effectively endless divided rural highway; the goal is simply to survive as long as possible by steering around traffic, with distance and score increasing continuously. Use a perspective camera (about 58-degree field of view) positioned roughly x=0, y=9, z=-26 relative to the car, smoothly following the car and looking ahead down the road. The scene should have a bright daytime countryside atmosphere: blue sky with fog/haze toward the horizon, soft sunlight and shadows, green grass shoulders, trees, fences, distant simple farm/building structures and field patches on both sides, plus several soft white low-poly cloud clusters high in the sky. Use a clean stylized low-poly/asset-pack aesthetic with realistic-ish materials, shadows, and ambient/directional lighting. Build the highway as a broad dark asphalt strip approximately 24 units wide, extending continuously through recycled road segments. It has six lanes total, three lanes in each direction, separated by a dark central median/strip and a double yellow center line. Put white outer edge lines on both sides and short dashed white separators between the three lanes on each side. Add green shoulder strips beyond the road. The player starts in the right-side traffic direction, in the middle lane of that side (x about 6.7), and drives forward at a constant speed of about 24 world units per second. The blue player vehicle is a compact sedan, seen from behind, with a subtle shadow beneath it. While steering, smoothly move it left or right across the road rather than snapping lanes; clamp its lateral position to approximately x=-9.5 through x=9.5, and apply a gentle yaw/lean animation in the steering direction. Traffic vehicles spawn ahead of the player at varying distances and occupy any of the six lanes. The three lanes on the opposite side drive toward the player very quickly (roughly 24+22 to 24+36 units/sec in the opposite direction), while the three lanes on the player’s side travel in the same forward direction at slower varied speeds. Use a varied stream of stylized vehicles: sedan, SUV, van, truck, ambulance, flatbed truck, and garbage truck, with varied dark muted colors. Vehicles should be scaled to believable different sizes and oriented correctly: oncoming traffic faces toward the camera/player, same-direction traffic faces away. Spawn traffic periodically, sometimes more than one as difficulty rises, remove it once it is well behind the player, and detect collision with simple rectangular/axis-aligned bounds around the player and traffic vehicles. On collision, stop the run, slightly tilt the player car, stop traffic, and show a crash result. The game must have a mobile-friendly HUD over the 3D scene. At the top left, show a translucent black rounded panel containing two columns: “DISTANCE” with the current whole-meter value followed by “m”, and “SCORE” with the current whole-number score. Score is distance multiplied by 0.7. At the top right, show a translucent black rounded PAUSE button with a pause icon and the label “PAUSE”; pressing it freezes gameplay and opens a dark blurred pause overlay with “PAUSED”, RESUME, and RESTART buttons. At the bottom left and bottom right, show large translucent dark circular steering buttons with light borders and white left/right triangular arrow icons. The player holds either button to steer continuously; release stops steering and the car smoothly settles. Include a subtle centered “HOLD TO STEER” hint above the buttons, hiding it after the first steering input. Also support keyboard fallback: A/Left Arrow steer left and D/Right Arrow steer right. Provide the following screen flow and text. On launch, show a dark translucent/blurred main menu over the scene with a small “ENDLESS DRIVING” pill, large two-line title “COUNTRY HIGHWAY”, subtitle “Drive safely. Dodge traffic.”, a prominent “START DRIVING” button, and the note “Landscape recommended • Touch to steer”. Starting or restarting resets the car to x=6.7, distance=0, score=0, difficulty=1 and rebuilds roadside scenery/traffic. Increase difficulty gradually as distance passes successive 420-meter thresholds, increasing spawn frequency and eventually allowing 1–3 vehicles per spawn. After a collision, display a dark blurred game-over overlay with a 💥 icon, “CRASHED”, “You hit traffic”, a results card showing final Distance and Score, a “DRIVE AGAIN” button, and “Back to Menu”. Keep the visual interface minimal, white text on dark translucent rounded panels, with large touch targets and a landscape-oriented presentation.