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District Run

  • 3d
  • third-person
  • urban-action
  • driving
  • missions
  • sandbox
  • low-poly
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. Nick J built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about District Run yet. Play it, then tell Nick J what you would add next.

Make your own game

District Run was built by Nick J 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 District Run 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 District Run

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 playable third-person 3D urban action sandbox called “District Run.” Use a compact square city district about 116 by 116 world units, viewed from a smooth over-the-shoulder camera: on foot, camera about 8 units behind and 4.3 units high; while driving, about 13 behind and 6 high. The player is a blocky Kenney-style character, visibly low-poly, exploring paved dark roads laid out as a regular grid across green ground. Roads have short yellow center stripes, with light gray sidewalk pads between them. Surround the roads with repeated low-poly commercial buildings and taller skyscrapers, plus simple green trees. Use a bright blue sky, atmospheric fog, soft shadows, and stylized low-poly materials. Load or approximate blocky character, citizen, truck, police cruiser, and commercial building models in this visual style.

The core loop is exploration, vehicle theft/driving, shooting, police heat, and four sequential short missions. Spawn the player on foot near the center of the district. Spawn several parked or moving civilian vehicles (green, blue, and other truck-like cars), three police cruisers, and around 18 wandering citizen pedestrians. The player can approach a nearby vehicle and press E to enter it; the character hides and the camera follows the vehicle. Press E again to exit beside it. Entering a vehicle marks it stolen and raises wanted level. On foot, WASD or arrow keys move relative to camera orientation, Shift sprints, and Space jumps. In a vehicle, WASD/arrows steer and accelerate/reverse, Shift boosts acceleration, and Space brakes. Support mouse/pointer-lock camera turning and left click or J to fire simple visible yellow projectile spheres in the player’s facing direction. Firing raises wanted heat and projectiles can damage hostile lookouts and cars; destroyed cars disappear.

Implement the four missions in exactly this order, each represented by a rotating yellow torus ring on the ground and a translucent vertical beam, activated by approaching the yellow marker and pressing E:
1. “Courier Drop”: description “Drive any vehicle to the yellow drop zone.” Place its marker at approximately (42, 0, -42). Once activated, complete it when the player is driving and reaches the marker. Reward 
50 and score 500. 2. “Getaway Heat”: marker approximately (-42, 0, -36), description “Steal a vehicle, raise heat, then stay out of police reach for 25 seconds.” Activating it raises wanted level to 2. The player can start on foot, steal a vehicle, and remain away from police; represent the escape timer and clear heat after roughly 10 seconds without a nearby police cruiser, completing the mission while driving after the escape requirement is met. Time out around 55 seconds and reduce health by 20 on failure. 3. “Street Chase”: marker approximately (-38, 0, 38), description “Ram the red courier car 3 times before it escapes.” On activation, reveal/spawn a red target car at the marker with a red marker, make it drive quickly and wander, and require three close vehicle impacts/ram hits, with a roughly 70-second time limit. Each hit raises wanted heat, awards some score, and displays hit progress. Reward $500. 4. “Alley Cleanup”: marker approximately (34, 0, 34), description “Defeat 3 hostile gang lookouts near the marker.” On activation spawn exactly three red placeholder hostile lookouts near the marker. They pursue the player when close and damage health at close range. Shoot them until each is defeated; show “Lookouts defeated: 0/3” progress. Completing it rewards $650. Give the player Health 100, Cash $0, Score 0, and display whether they are ON FOOT or DRIVING. Award mission cash and double it as score on completion, and show temporary centered notifications for crimes, hits, mission completion, heat loss, and failures. After the fourth mission, show a centered end overlay reading “DISTRICT CLEARED” and “All missions complete. You own the scoreboard.” with a restart instruction. Press R reloads/restarts. If health reaches zero show “WASTED”; if police reduce health to zero during an active mission show “BUSTED.” Implement wanted heat from 0 to 5 as red stars in the top-right HUD. Vehicle theft, firing, vehicle destruction, hostile contact, getaway activity, and ramming should raise heat (up to five stars). When wanted, police cruisers pursue the player or current vehicle, steering toward them and damaging health at close range; if no police is nearby for about 10 seconds, clear wanted status and notify the player. Civilian pedestrians wander around the city and panic/flee when wanted activity occurs nearby. Civilian and police cars should move with simple traffic AI when not controlled. HUD: fixed translucent dark rounded panels with subtle blur/borders. Top-left should show large readable white lines “Health 100”, “Cash $0”, “Score 0”, and “ON FOOT” (or “DRIVING”). Near the top center/right show the current mission title in yellow, its description, and dynamic progress/status text such as “Go to the yellow beam and press E,” getaway escape countdown, chase hits/time, or hostile kills. Top-right show red wanted stars or “CLEAR.” At the bottom on desktop show compact controls: “WASD move/drive · Shift sprint/boost · Space jump/brake · E enter/exit/use marker · Mouse/J shoot · R restart.” For touch devices, replace the keyboard hint with a transparent virtual joystick at lower left and circular RUN, JUMP, USE, and FIRE buttons at lower right. Keep the UI over the rendered scene but non-blocking except for mobile controls. Expose game state if supported: player position/health/driving, current vehicle, wanted, cash, score, current mission and mission state, game-over/won state, and counts of cars, pedestrians, and police.

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