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Arcade › Crown City

Crown City

  • 3d
  • open-world
  • crime
  • action
  • sandbox
  • third-person
  • low-poly
  • urban
  • 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. Godsintrust built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Crown City was built by Godsintrust 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 Crown City 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 Crown City

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.

Rebuild a browser-based 3D third-person open-world crime sandbox prototype titled “Crown City.” Use Three.js-style real-time 3D rendering with a dark blue, low-poly/stylized nighttime city aesthetic. The camera is a perspective chase/orbit camera behind and above the player, with mouse drag orbit controls, fog, soft shadows, colored street lamps, and a large blocky urban district called South Broker. The world should have a broad dark ground plane, two intersecting roads, dense surrounding rectangular high-rise buildings in navy/slate tones, street lamps with warm orange, blue, purple, and green lights, and neon-like emissive accents. Default time of day is night, but Settings can switch between day, sunset, and night.

Start on a centered dark translucent main-menu panel over the city backdrop. Show the small label “OPEN-WORLD PROTOTYPE SHELL,” the large title “Crown City,” and subtitle “Main menu + pause menu + settings foundation for your bigger game.” Include prominent buttons for Start Game, Resume (initially disabled), Settings, Credits, and a Character Creator entry if space allows. When Start Game is selected, hide the menu and enter gameplay; Escape opens a pause menu with Resume, Settings, and Return to Main Menu. Include Credits and a settings screen with tabbed controls.

The player is a simple stylized humanoid made from primitive meshes: box torso and pelvis, sphere head, rectangular limbs, hair block, and a small gun. Let a starter character creator change and persist skin tone (tan, deep, light), jacket color (blue, red, green, white), and hair style (buzz, fade, mohawk), applying changes live to the player model and saving them in localStorage. The player begins on foot in South Broker with cash 
,500, health 100, armor 50, stamina 100, and a low wanted level. Use WASD to move relative to the orbit camera, Shift to sprint while stamina permits, and mouse drag to orbit. The player cannot move while in cover. Display an always-available crosshair during on-foot play, but hide it in menus, phone, custody, and while driving. Implement three switchable weapons: 1 = 9mm Pistol (12-round clip, reserve ammo, moderate damage/range), 2 = Street Shotgun (6-round clip, five pellets, shorter range), and 3 = Compact SMG (24-round clip, rapid fire). F shoots by default and R reloads; show current weapon name and clip/reserve ammunition in the HUD. Shooting uses a forward-facing aim direction, consumes ammunition, raises heat, and can damage nearby gang members and police. If the clip is empty, show an appropriate message. Use simple audiovisual feedback such as short synthesized tones, without requiring realistic gun audio. Populate the district with multiple primitive-model vehicles that have visibly improved car silhouettes: body, hood, roof, windshield/back glass, bumpers, wheels, and headlights. Include named vehicles such as Sentinel XS, Marlin GT, Boxer Van, Taxa Coupe, Hauler LX, and Civic Run. E enters/exits the nearest usable vehicle. While driving, use W/S acceleration/reverse and A/D steering, with vehicle speed shown in mph; the camera pulls farther back, the player model is hidden, and the car is driven over the city bounds. Some vehicles follow simple looping street-traffic paths and should appear on the minimap. Place hostile gangs around the district in four color-coded factions: Red Ravens (red), Purple Kings (purple), Gold Vipers (gold), and Green Saints (green). Also place police officers in cyan/blue and friendly potential allies in mint green near the safehouse. Characters are simple humanoid meshes with faction-colored torsos. Gangs patrol locally until provoked or the player is wanted/active on a mission, then pursue, strafe, shoot, and seek nearby low block cover. Police become aggressive at higher heat and can arrest the player. Friendly allies can be recruited/dismissed with Q near them; recruited allies follow the player and shoot hostile gangs or police. Add six waist-high rectangular cover props around the district. C toggles cover when close to a cover prop, snapping the player nearby. Cover lowers enemy hit chance, and enemies can also choose nearby cover positions. Enemies should visibly animate their primitive limbs while walking and aiming. Shooting or hostile encounters should increase faction pressure and police heat. Police pressure produces wanted stars from zero to five, police alert states such as Cold, Watching, Active pursuit, and Full lockdown, and at higher wanted levels visible roadblocks appear at several road intersections. Add four glowing mission hotspots represented by rotating golden low-poly markers: Drug Drop, Corner Robbery, Back Alley Pickup, and Store Smash. Each has a cash payout and heat increase. Show the nearest mission in the HUD and use R nearby to complete/trigger a basic job interaction, update cash/heat, and put missions on cooldown before they reactivate. Track an active waypoint and route it through the phone map. Keep the prototype focused on these simple interactions rather than cinematic cutscenes. Create three enterable interiors using glowing entrance markers and separate rooms placed away from the main city: Store, Safehouse, and Jail. G enters/exits the nearest interior. Each interior should be a simple enclosed room with floor and four walls, using distinct muted colors. The store contains a visible register and humanoid hostage. In the store, press T near the hostage to control the room; then press R near the register to empty it, grant $850, sharply raise heat, and aggro nearby police/gangs, with HUD instructions changing from “Press T near hostage” to “Press R at register” and then “Register empty — escape.” The safehouse is the ally recruitment area and a place to cool off. The jail is used after arrest/bust. Implement police arrest and jail flow. When an aggressive officer stays close, increase an arrest meter shown in the HUD. At 100%, bust the player, move them to the jail room, pause gameplay, show a custody overlay, and offer a $600 release fee via Enter if affordable or a breakout via Space. Space raises an escape meter; when full, release the player back into the city with higher heat and an escape-in-progress alert. Paying releases the player with reduced heat. Show jail/custody state on the HUD and phone. Build a HUD around the screen with health, armor, stamina, cash, five wanted stars, vehicle status and speed, current weapon/ammo, district/interior name, police heat/alert, gang pressure, mission title/status, and an arrest/custody card when relevant. Add a compact minimap showing nearby vehicles, gang members, police, mission markers, roadblocks, and interior entrances with distinct colored markers. Add a phone overlay opened with P that pauses gameplay and contains tabs for a larger map/route view and jobs/status. The phone should show an enlarged stylized map with current player dot, highlighted waypoint, route line, missions/jobs, South Broker district, in-car status, police alert, cash, health, armor, faction heat words, and custody status. Escape or P closes it. Settings should persist in localStorage and include master/music/SFX volume, mute, quality preset, shadows toggle, glow toggle, time of day, camera distance, mouse sensitivity, invert Y, show hints, HUD toggle, autosave toggle, gore level, and rebindable actions for Shoot, Reload, Interact, Phone, Cover, and Recruit. Expose saveable game state behavior for core player/world state, including player position, weapon/ammo, vehicles, gangs, police, allies, missions, roadblocks, world values, and settings. Autosave key player state periodically when enabled. Keep the overall art style as clean geometric low-poly primitives, dark cinematic blue urban lighting, emissive colored markers and lamps, restrained UI panels, and a functional vertical-slice prototype rather than a photorealistic or enormous open world.

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