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Arcade › Erbil Streets
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Erbil Streets was built by Ali 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 Erbil Streets 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 browser-based 3D third-person action/free-roam game titled “Erbil Streets” with an intentionally simple low-poly, prototype-like visual style. Use a large sandy/tan city terrain under a pale blue sky with atmospheric fog, soft shadows, warm directional sunlight, and a gradually changing evening/day lighting cycle. The camera should follow the player from behind at an angled third-person perspective, with mouse look/aim and a small white crosshair fixed at screen center. World layout: build a broad flat ground plane with a dark east-west road and a north-south road crossing it, plus a second cross road. Add repeated short white lane dashes. At the center, create an Erbil Citadel landmark on a raised circular tan hill: a large rectangular sand-colored citadel wall with a gold-colored flat top, dark rectangular window/arch accents on its front and back, and small gold bazaar stalls along one side. Place a green glowing torus mission marker on the ground near the citadel. Add a tall simplified Mudhafaria Minaret to the southwest: a tan cylindrical tower with a wider gold cap, narrowing spire, and gold tip. To one side, include a green Sami Abdul Rahman Park area with a blue rectangular lake and rows of simple trees made from brown trunks and green low-poly cone canopies. Add a neighborhood of small sand-colored rectangular houses, a separate cluster of tall blue/glass rectangular towers, several parked low-poly trucks on or near the roads, and a distant Zagros mountain backdrop made from repeated faceted gray cone-like peaks. Player: make a simple stylized humanoid placeholder consisting of a dark navy/blue capsule-shaped body and a small brown spherical head, standing on foot in the city. Start the player around the road/park side of the map, away from the citadel, and place the mission marker near the citadel. Support WASD movement, Shift sprint, Space jump, mouse camera/aim control, and third-person movement with gravity. The player can press E to toggle between “ON FOOT” and “TRUCK” vehicle state; reflect this state in the HUD, but keep the implementation lightweight and prototype-like rather than requiring a detailed drivable vehicle system. Core objective and combat: show Mission 01 — CITADEL RUN, requiring the player to reach the green marker near the Citadel. When the player gets close, change the mission message to “Citadel reached. Free roam unlocked — patrols are active.” Populate the nearby area with four simple dark red capsule-bodied enemies. Give each enemy three health points; enemies should face the player when within roughly 24 units and become invisible when defeated. On left mouse click, fire a pistol with a short muzzle flash, consume one round, and raycast from the center crosshair toward enemies. Limit firing with a brief cooldown and stop shooting at zero ammo. Start with 12 rounds and display the reserve as “12 / 48”; successful enemy hits reduce health, and defeating enemies increases the wanted level. Each shot also raises the wanted meter slightly, capped at five stars. HUD: overlay the game with dark translucent glass-like panels and white compact sans-serif text. Top-left panel reads “ERBIL STREETS” with a small gold “ALPHA” label. Top-right mission panel reads “MISSION 01 — CITADEL RUN”, followed by the current objective and a control hint: “WASD move · Mouse aim/look · Shift sprint · Space jump · LMB fire · E vehicle · Q weapon wheel”. Bottom-left stats panel displays “WEAPON: PISTOL 12 / 48” (with ammo updating), “WANTED:” followed by five gold/empty star symbols, and “TIME:” with a digital in-game clock plus “ON FOOT” or “TRUCK”. Start the clock around 18:42/18:xx and advance it continuously as time passes, with the lighting becoming darker around evening/night. Bottom-right HUD: add a circular dark radar/minimap with a subtle light border, simple pale road cross lines, a glowing yellow player dot centered on it, and a green mission dot positioned toward the upper-right area. Add a centered white plus-shaped crosshair. Pressing Q should toggle a circular weapon wheel overlay in the center with four labeled slices: PISTOL, RIFLE, SHOTGUN, and SNIPER; it can be a visual selection wheel matching the prototype HUD. Keep the overall presentation grounded in the visible implementation: low-detail geometric assets, warm sandy Erbil-inspired streets, simplified landmarks, parked trucks, fog, shadows, and an arcade third-person mission/combat loop rather than realistic simulation or invented systems.