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Dune Drift

  • 3d
  • racing
  • arcade
  • desert
  • drifting
  • low-poly
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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. Programação AG built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Dune Drift was built by Programação AG 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 Dune Drift 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 Dune Drift

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 3D arcade racing game titled “Dune Drift.” Use a stylized low-poly desert setting with a warm orange sand-colored background/ground, soft shadows, fog, and simple block-built scenery. The camera should be a third-person perspective camera positioned above and behind the player kart, smoothly following it around the course and looking slightly ahead along the track. Build the course as a broad closed oval/rounded loop made from many dark brown road segments laid over orange sand. Put pale cream rectangular lane/start markings on the road at regular intervals, with a pale cream barrier/edge on one side and red/orange block barriers on the other. Surround the track with repeated simple blocky green cacti with arms and scattered brown rocks. Add a cream start line and two red start towers near the beginning of the lap.

The player is a small stylized low-poly racing kart, visibly yellow/orange under the warm lighting, with a chunky body, four gray tires, and simple angular geometry. Place it on the track and orient it in the direction of travel. Include three rival karts ahead/near the start: simple block-built vehicles with colored bodies (red, green, and pale cream), gray or dark details, and red spoilers. Rivals should continuously drive around the loop on fixed lanes at slightly different speeds. They do not need sophisticated overtaking or collision behavior; the visible mechanic is racing against them while circulating the course.

Implement driving around the loop using a normalized track-progress value and a lateral lane offset. Support keyboard controls: W or Up Arrow accelerates/gas, S or Down Arrow brakes/slows, and A/D or Left/Right Arrow steer laterally. Also support pointer/touch input: press/hold on the left portion of the screen to apply gas, and drag horizontally to steer. The kart should accelerate smoothly toward a normal cruising speed, slow when not accelerating or when braking, and clamp its lateral position within the road. Steering while moving should shift the kart sideways and create a drift charge; releasing steering lets the lane offset settle back toward center and drains the charge. When enough drift charge has accumulated, grant a brief automatic boost, show it as ready before use, and let the boost temporarily increase speed. Keep the handling arcade-like and smooth, without adding weapons, jumps, or other mechanics.

The race is three laps. Increment the lap when the player completes a sufficiently fast circuit, clamp the display at lap 3, and show a finish state after completing the third lap. When finished, stop normal driving and display a centered dark translucent finish panel reading “FINISH!” with the instruction “Tap or press R to race again.” Tapping or pressing R resets the race to lap 1 with the player back at the start, zero speed, and cleared drift/boost.

Render a large translucent dark HUD banner across the top of the screen. It must show, in a bold light cream type treatment: “DUNE DRIFT,” “LAP 1/3” (updating through the race), and “SPEED 29” (updating from the current speed). On the right show “DRIFT CHARGE” in a muted cream color, changing to “BOOST READY” in yellow/gold while a boost is available. Under the title, show the instruction text: “W/↑ gas   A/D or ←/→ steer   hold steer while moving to drift”. While drifting, draw a gold horizontal charge bar beneath the drift label whose fill grows with the current drift charge. Keep the overall visual style minimal, colorful, chunky, and low-poly: orange desert, dark brown road, cream markings, red safety blocks, green cacti, simple geometric rivals, warm directional sunlight, and soft shadows. There is no gameplay reel; match the supplied still-frame-like presentation with the player low in the foreground, the track receding into the distance, and the HUD clearly overlaid above the scene.

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