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Dustline Drift

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  • 3d
  • racing
  • arcade
  • desert
  • drifting
  • low-poly

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Elias Lobodsinski, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Dustline Drift was built by Elias Lobodsinski 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 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 Dustline 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 browser-based 3D arcade racing game titled “Dustline Drift.” Use a third-person chase camera behind and slightly above the player car, with smooth camera follow and a mild field-of-view widening as speed increases. The world is a stylized low-poly desert: a large orange/tan sandy floor with a warm peach-orange sky/background, soft fog in the distance, strong warm sunlight and shadows, and scattered faceted reddish-brown mesa rocks around the course. Build a looping off-road race track from a dark brown rough-surfaced ribbon about 7.2 units wide, with a very thin pale cream center stripe and pale tubular edge rails. Place repeated red-and-white low-poly barrier blocks along both sides and many stylized green cacti beside the track. The track should be visibly surrounded by open sand and desert scenery.

The player drives a large low-poly green racing kart/buggy with chunky gray tires, a rear wing/spoiler, and a tan seat/top detail. Use a matching simple low-poly visual style, cast/receive soft shadows, and leave a small animated dust particle trail behind the vehicle while moving. Add three simple ghost-like rival karts made from colored box bodies with cream roofs: red, blue, and yellow. They circulate continuously around the course on separate lanes, serving as the three opponents. The player starts at the beginning of the loop, with rivals slightly ahead and offset laterally.

Core race rules and mechanics: the race has 3 laps. The player accelerates with W or Up Arrow, brakes/reverses with S or Down Arrow, and steers left/right with A/D or the Left/Right Arrow keys. Steering changes the vehicle heading, acceleration has a top normal speed, and leaving the track slows the vehicle. Holding Space (also accept Left Shift) while steering and moving charges a drift meter; releasing the drift while sufficiently charged converts the charge into a temporary boost. While boosting, the vehicle accelerates faster and reaches a higher temporary speed. Display the player’s current speed in km/h, current lap out of 3, race position from 1st through 4th based on progress, and the drift charge/boost meter. When the player completes lap 3, stop the race and show a Restart race button. Include a Next track button that cycles through the available tracks and resets the race.

Provide three looping course layouts: Track 1 “Dust Bowl,” a broad irregular oval; Track 2 “Canyon Squeeze,” a narrower/warped oval with a squeezed shape; and Track 3 “Mesa Run,” a roughly circular irregular route. Keep the same desert setting and styling for all tracks, rebuilding the visible ribbon, edge rails, barriers, cacti, and rocks when switching tracks. Do not add weapons, item pickups, collisions, jumps, or other mechanics not described here.

HUD/UI: overlay the 3D view with translucent dark brown rounded panels. At upper left show uppercase “DUSTLINE DRIFT” and text such as “Track 1 · Dust Bowl · Lap 1 / 3.” At upper right show speed (initially “0 km/h”) and race place. Near the top center show the instruction “WASD / arrows to drive · hold Space while turning to drift · release for boost.” At the bottom center show the label “DRIFT CHARGE” above a rounded horizontal meter, filling from dark/empty to orange-yellow/red as drift charge rises. At bottom left provide touch-friendly rounded buttons for left, right, and “DRIFT,” with the left/right/drift buttons acting as held controls for mobile. Put “Next track” and the initially hidden “Restart race” buttons at the lower right. Use responsive layout, dark translucent brown controls, cream text, and warm orange desert colors. Render with antialiasing, shadows, fog, warm directional/hemisphere lighting, and a perspective camera.

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