Arcade › Dustline Traffic
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ahmed emad built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dustline Traffic yet. Play it, then tell ahmed emad what you would add next.
Dustline Traffic was built by ahmed emad 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 Dustline Traffic 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.
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 driving game titled “Dustline Traffic.” Use a third-person chase camera behind a small low-poly green race car on an endless, straight three-lane desert highway. The world should have a warm stylized sunset/desert palette: orange-tan sky/background with matching fog, sandy orange ground, dark charcoal asphalt, reddish-brown shoulders and roadside rails, pale yellow dashed lane markings, and sparse low-poly green cacti and reddish rocks on both sides. Use soft warm directional sunlight, ambient hemisphere lighting, shadows, and a clean low-poly/arcade aesthetic. The player car starts centered at the near/front end of the road and drives toward the distant road. Keep the car visually aligned facing forward, with subtle body roll/tilt while steering. The chase camera should smoothly follow the player’s horizontal position from behind and above (roughly y=4.2, z=8.2 relative to the car), looking ahead down the road around z=17; it should gently lag/smooth its movement. The highway is 10 units wide with three lanes centered approximately at x=-3.35, 0, and 3.35, bounded by reddish rails/shoulders. The road and scenery should extend far into fog to create an endless-runner impression. Populate the road with about nine low-poly traffic race cars, mostly orange with some red cars. They begin spaced ahead of the player in the three lanes and move toward the camera relative to the player, with individual speeds around 8–15 units. As a traffic car passes behind the player, recycle it far ahead (around z=105–140) into a randomly selected lane with a randomized speed. Smoothly move traffic cars toward their lane centers. If a traffic car overlaps the player closely (horizontal distance under about 1.05 and longitudinal distance under about 1.5), end the run with a crash. Driving controls: W or Up Arrow accelerates; without throttle the car still maintains a minimum crawl speed, while throttle accelerates more strongly. A/D or Left/Right Arrow steers horizontally across the road, clamped so the player remains within roughly x=-4.15 to +4.15. Include touch-friendly on-screen Left and Right buttons that mirror steering. Spacebar, or a touch button labeled “DRIFT,” activates drifting. Drifting increases steering responsiveness, slightly reduces speed, and allows the player to charge a boost only when actively drifting while steering and traveling above moderate speed. Show the charge in a horizontal meter. Releasing drift after charging more than 25% triggers a boost, clears the charge, briefly shows “BOOST!”, and temporarily raises the speed cap; the boost then drains away. The player earns score continuously based on speed and earns +100 for passing a traffic car near the player without colliding (a near miss requires the car to pass the player while horizontal separation is greater than about 1.2). Distance increases continuously based on movement and is displayed in meters. Build a fixed HUD over the 3D scene. At the upper left, show a dark translucent rounded panel with the uppercase title “DUSTLINE TRAFFIC” in warm cream and a subtitle such as “weave through traffic · drift and release for boost.” At the upper right, show the current speed in large cream text as “X km/h” (game speed multiplied to produce the displayed km/h), the current distance and score, and a dark horizontal boost meter filled with an orange-to-yellow gradient. Center brief status messages such as “BOOST!”, “NEAR MISS +100”, and on collision “CRASH! Press R to restart.” At the bottom left, show three dark rounded touch buttons: a left arrow, a right arrow, and a wider “DRIFT” button; pressed buttons should highlight orange. At bottom right, show a small control hint: “A/D or ←/→ to change lanes · Space to drift · R to restart.” Hide the hint on narrow/mobile screens. Press R or Enter after a crash to reset speed, position, distance, score, boost/charge, and traffic placement. Use responsive rendering and resize the perspective camera with the viewport. Keep the game continuously running with a request-animation-frame loop, capped frame timestep, shadows enabled, and a warm foggy desert presentation. Do not add laps, weapons, enemies, checkpoints, or other game systems: the actual progression is endless distance, traffic weaving, near-miss scoring, drifting, and crash/restart.”,