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Arcade › Dust Drift

Dust Drift

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

Discussion

Nobody has said anything about Dust Drift yet. Play it, then tell Alfin Zakariya what you would add next.

Make your own game

Dust Drift was built by Alfin Zakariya 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 Dust 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 Dust 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.

Rebuild a playable 3D arcade kart racing game titled “Dust Drift.” Use Three.js or an equivalent WebGL 3D engine with a warm stylized low-poly desert presentation. The scene should fill the viewport with an orange/tan desert background and a large flat sandy ground plane; use fog that fades the distant environment into the same dusty orange. Light the scene warmly with a strong directional sun, soft hemisphere light, and subtle orange fill, with shadows enabled and a slightly cinematic tone-mapped look.

Create a closed oval race track centered in the desert. The oval should be approximately 50 units wide and 30 units deep, with a track width of about 14 units. Build it as concentric oval ribbons: a pale yellow/cream outer border and a dark reddish-brown dirt road inset inside it. Place roughly 32 short pale-yellow dashed lane/edge markings around the inside edge of the road. Scatter a small number of simple low-poly desert cacti around the outside of the track, including both short and tall variants, positioned well away from the racing surface.

The player is a small stylized kart/car, loaded as or approximated by a low-poly toy kart, driving around the oval. Start it at the beginning of the race and have it follow the oval. The camera is a third-person chase camera positioned behind and above the player, smoothly following and looking toward the kart, with a perspective field of view around 58 degrees. The player can steer left and right to change its lane across the track and influence its progress around the oval. Rotate the kart to follow the track direction.

Include three simple low-poly AI opponent cars, alternating green and red racing-car appearances. They should continuously travel around the same oval on separate lanes, starting staggered around the course. Their movement is visual/arcade-like: each follows the oval at a slightly different constant speed and has no need for complex collision behavior. Display “1st” in the upper-right HUD as shown; it can remain a simple fixed place indicator.

Race rules and driving: the race begins paused behind a centered “START RACE” button. Clicking/tapping that button starts the race and hides it. The player has speed, which increases while accelerating, decreases while braking, and gradually decays when neither is pressed. Clamp speed to zero through a maximum of approximately 1.15 internal units, and display speed as approximately speed × 135 rounded to an integer km/h. The player completes laps by progressing around the oval; show “Lap 1 / 3,” then Lap 2 / 3 and Lap 3 / 3. After completing three laps, stop the race, show the centered button again with the label “RACE AGAIN,” and allow it to reset the player/race state and opponent positions for another run. Do not add weapons, pickups, health, damage, or features not represented here.

Implement drifting as the core special mechanic. While the player is moving sufficiently fast (above roughly 0.32 internal speed), steering left or right, and holding the drift control, accumulate a drift charge from 0 to 100 percent. Drifting slightly reduces speed while charging. Show “DRIFT N%” near the lower center while charging. When the player releases drift or stops meeting the drift conditions, consume/reset the charge; if it exceeded roughly 70 percent, grant a short boost lasting about 1.4 seconds, show “BOOST!” near the lower center, and temporarily add acceleration. The drift control itself is a large orange-red circular button labeled “DRIFT.”

Support keyboard controls: Arrow keys or WASD drive, with Up/W accelerating, Down/S braking, Left/A steering left, and Right/D steering right. Space (also Shift) activates drift. Also provide touch-friendly on-screen controls fixed along the bottom: dark brown rounded buttons with a left arrow and right arrow on the lower-left, and down arrow, up arrow, and the orange-red DRIFT button on the lower-right. Buttons should have a darker drop shadow and a pressed-down visual state. Tapping any touch driving control should also start the race if it has not started.

Build the HUD as a fixed overlay above the canvas. At top-left show the cream, bold, slightly letter-spaced title “DUST DRIFT,” with a dark shadow. Directly below it place a translucent dark-brown rounded status pill reading “Lap 1 / 3 · 0 km/h” initially and updating during play. At top-center show the instruction “Arrow keys / WASD to drive · Space to drift.” Put “1st” at top-right in bold white with a dark shadow. Place drift/boost feedback in the lower center above the touch controls. Use a full-screen warm orange page background, bold system sans-serif typography, white text with brown shadows, and a large centered yellow-gold rounded START RACE button with dark-brown text and a thick darker bottom shadow. Match the supplied screenshot’s clean, uncluttered mobile-friendly layout and warm desert palette.

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