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Dune Drift Rally

  • 3d
  • racing
  • arcade
  • drifting
  • desert
  • 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. amjad fayoumi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dune Drift Rally yet. Play it, then tell amjad fayoumi what you would add next.

Make your own game

Dune Drift Rally was built by amjad fayoumi 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 Rally 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 Rally

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 arcade racing game titled “Dune Drift Rally.” Use a warm, stylized low-poly desert presentation. The scene should have a flat orange/sandy desert floor extending well beyond the course, an oval looping race track made from a dark brown compacted-dirt ribbon approximately 6.6 units wide, and lighter golden sand shoulders about 1.3 units wide along both edges. Add short pale-yellow dashed center markings spaced around the oval. The track is an ellipse roughly 54 units wide by 34 units deep, with the player starting near the front/start area and driving continuously around it.

Use a green low-poly race car/kart as the player avatar, viewed from a slightly elevated chase camera behind and above it. The car should be a compact angular racing vehicle with a pale/gray-green body, visible wheels, chunky low-poly geometry, and a rear spoiler-like shape. If using the supplied racing-kit style assets, use a green race car model; otherwise build a close low-poly approximation. Place the car just above the track and rotate it to follow the oval. The chase camera should smoothly follow the player, offset approximately 4.3 units up and 7.6 units behind, look toward the car, and use a perspective field of view around 58 degrees. Keep the horizon mostly obscured by the broad desert and use orange atmospheric fog fading into the distance.

Populate the desert around the course with sparse low-poly props: green saguaro cacti with a vertical trunk and horizontal arms, and faceted reddish-brown rocks. Place several cacti and rocks outside the track, including props visible near the outer edges and distant background. Add two green racing banner towers at the starting area, one on each side of the track. Use strong soft shadows, warm cream sunlight from above, a bright orange-tan world background, and simple matte/rough materials. The overall look should match a colorful low-poly desert racer, not a realistic simulation.

Implement the core controls and rules exactly as follows. Keyboard controls: W or Up Arrow accelerates; A or Left Arrow steers left; D or Right Arrow steers right; Space is held to drift. Also provide touch controls for mobile: large circular left, right, and up arrow buttons plus a rounded rectangular DRIFT button in the bottom corners. While accelerating, increase speed; when acceleration is released, gradually slow down. Clamp normal speed to zero through about 0.72, and show the current speed as an approximate km/h value by multiplying the internal speed by 260. The car follows the oval automatically according to its forward speed, while left/right input slightly changes the angular route and shifts the car outward or inward during a drift. Steering should affect the car’s yaw and the turning should feel arcade-like rather than physically simulated.

Drifting only works when the player is steering left or right and moving faster than roughly 0.18. While those conditions hold and Space/DRIFT is pressed, build a drift-charge meter over time, slightly reduce speed, and allow charge to reach about 1.25. When the drift button is released after at least a small charge (over about 0.3), convert the charge into a temporary boost, clear the charge, and briefly show a large centered “BOOST!” notification. The boost should increase acceleration and temporarily raise the speed cap to about 0.95, then expire. Do not add weapons, collisions, damage, coins, jumps, or other unshown systems; the source mechanics have no collision or obstacle gameplay.

Include three simple AI rivals circulating around the same oval. They can be low-detail blocky cars in red-orange, blue, and yellow, each following the track at a slightly different lane offset and speed, with no AI steering or collision behavior. Keep the player’s progress as an automatically advancing lap counter: begin at Lap 1/3 and increment whenever the player wraps around the loop; after completing the third lap, reset the displayed cycle to Lap 1/3 as in the source behavior. There is no finish screen or win/lose state shown.

Build the HUD as fixed HTML/UI over the 3D canvas. At top left, place a dark translucent brown rounded panel with a thin warm border and shadow, showing the uppercase gold title “DUNE DRIFT RALLY,” then “Lap 1/3” and the live speed such as “0 km/h.” At top right, use a matching panel labeled “DRIFT BOOST” with a horizontal rounded progress bar: dark translucent empty track and a fill that transitions from pale yellow to orange as drift charge builds. Center near the top, show a pill-shaped translucent dark hint reading “WASD / arrows to steer · hold Space to drift · release for a boost.” At the bottom, show the touch controls: left/right circular dark-brown buttons with pale arrow glyphs, and on the right an up-arrow circle beside the rectangular DRIFT button. Make desktop touch controls somewhat faded but usable, and make them fully visible on hover/interaction. When boost triggers, briefly fade in the centered yellow-orange pill/banner with “BOOST!” in dark brown lettering.

Use responsive full-screen layout, preserve the warm orange background around the WebGL canvas, and ensure keyboard and pointer/touch input prevent accidental page scrolling. The final experience should be a compact arcade desert rally focused on accelerating around an oval, steering, charging drifts, and releasing them for boosts.

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