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Arcade › Dust Circuit
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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 “Dust Circuit,” subtitled “Desert drift sprint.” Use a warm, stylized low-poly desert presentation with an orange-tan sky/background, soft atmospheric fog, strong warm sunlight, shadows, and a large flat sandy expanse. In the center, build a complete slightly irregular circular loop track: a dark brown rough-surfaced road ring with inner and outer golden-yellow raised-looking edge strips and evenly spaced short pale-yellow dashed center markers. The drivable loop should have an inner radius around 16 units and outer radius around 25 units, with the player following a centerline radius around 20.5 units. Place scattered low-poly cacti outside the track and two colorful racing banner towers at the start/finish line. Use a small stylized kart model as the player vehicle, with a few similar rival karts circulating around the loop. Present the game from a third-person chase camera behind and above the player, smoothly following the kart and looking slightly ahead/at the kart; the camera should move around the circular circuit as the player drives. The objective is to complete three laps as quickly as possible. Start with a full-screen translucent dark brown start overlay and centered rounded card showing “Dust Circuit,” the instruction “Thread the canyon loop, hold a drift through the bends, then release for a burst of boost.” and a prominent gold/orange pill-shaped “START RACE” button. Once started, remove the overlay and begin the timer. The player starts at the beginning of the loop with zero displayed speed. Support keyboard controls: Arrow Left/Right or A/D steer laterally around the track, Arrow Up or W accelerates, Arrow Down or S brakes, and Space or either Shift key activates drifting. Also provide mobile/touch controls: circular left and right arrow buttons at the bottom corners and a circular “DRIFT” button near the lower right; hide these touch buttons on wide desktop screens. Include a small control hint reading “Arrow keys / WASD to steer · Space or Shift to drift boost,” positioned near the bottom. Implement driving around the loop using normalized circular progress. Steering should move the kart sideways relative to the current track tangent, constrain its lateral offset to roughly the road width, damp the offset quickly, and rotate the kart to face forward with a visible steering angle. Drifting only engages while a drift key/button is held, the player is steering, and the kart has some speed. During a drift, gradually fill a drift-charge/boost meter while slightly reducing speed. When the player releases the drift after charging more than half of the meter, trigger a burst of acceleration proportional to the stored charge and then empty the meter. Without drifting, acceleration from the gas key should increase speed, natural drag should reduce it, braking should reduce it more strongly, and clamp the speed to a small minimum and a maximum. Make progress advance based on speed. Count a lap when the player crosses the start area after traveling around the loop, and finish after lap 3. At the finish, stop the race and show the overlay again with the heading “Finish Line,” a message like “Time X.Xs — press restart to race again.” and a “RESTART” button; restarting resets lap, timer, speed, boost, progress, and player position. Add simple autonomous rivals: three karts positioned at different points around the circular centerline, moving continuously at slightly different fixed speeds, with no collision or combat. The UI should be a fixed overlay over the 3D scene. At top left, use a translucent dark-brown rounded panel with the uppercase title “DUST CIRCUIT” and “Desert drift sprint.” At top right, use a matching panel with three readouts: lap such as “1/3,” speed as a rounded numeric value, and elapsed time with one decimal place, each labeled LAP, SPEED, and TIME. At the bottom center, show a dark rounded horizontal drift-charge bar with a glowing orange-to-yellow fill and the spaced label “DRIFT CHARGE.” Use warm cream, orange, brown, and gold colors, rounded cards, subtle borders, blur/translucency, and soft shadows throughout. Keep the overall look clean, compact, and arcade-like, matching a sunset desert drift sprint rather than a realistic racing simulator.