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Arcade › Field Lines

Field Lines

  • 3d
  • farming
  • driving
  • top-down
  • casual
  • mobile
  • sandbox
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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. gigameso built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Field Lines yet. Play it, then tell gigameso what you would add next.

Make your own game

Field Lines was built by gigameso 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 Field Lines 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 Field Lines

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 simple playable 3D farming game titled “Field Lines.” Use Three.js or an equivalent real-time 3D engine with a large square 150×150 unit dirt field, viewed from a high, slightly behind-the-tractor perspective. The camera should be a 46-degree perspective camera positioned roughly at (0, 36, 28) relative to the player, smoothly follow the tractor as it moves, and look down toward the tractor’s ground position. Keep the whole scene calm and minimal: no enemies, collectibles, timer, collisions, win state, or other gameplay objects.

The player drives a stylized low-poly red tractor. Build it from simple box and cylinder meshes: a red rectangular main body, a smaller red hood at the front, a dark translucent blue-black glass cabin, red roof, a small black exhaust pipe, dark front grille, four black wheels with pale cream hubs, and a dark rear hitch. Attach a wide dark metal cultivator/plow behind the tractor: a horizontal bar with several evenly spaced dark teeth/tines extending toward the ground. Add soft real-time shadows from the tractor, plow, and directional sunlight. The tractor should have a clear forward direction and smoothly rotate toward the direction of travel rather than moving sideways. Movement should feel responsive but gently eased in rotation.

The ground is a broad warm ochre/tan unplowed soil plane with a subtle procedural texture: tiny variations, speckles, and many faint random scratch-like lines suggesting dry cultivated earth. Surround or underlay it with a slightly larger muted green grass border, and add extremely faint straight cultivation guide lines running through the field. Use natural outdoor lighting with a pale green-gray ambient background/fog, warm sunlight from above-left, rough matte soil, and soft shadows. Keep the visual style clean, understated, low-poly and top-down, matching the supplied screenshot.

Driving controls: support W/A/S/D and the arrow keys, with W/up moving forward, S/down moving backward, A/left and D/right steering/direction. Also provide a touch joystick in the lower-left: a translucent circular 118px base with a pale 52px inner knob; dragging it produces normalized x/y movement and releasing returns it to center. On desktop the joystick can be somewhat faded but still visible. The tractor should move at a maximum speed around 8.2 world units per second, be constrained within approximately five units of the field edge, and the camera should smoothly interpolate after it.

Whenever the tractor is moving, the rear cultivator lays down a permanent-looking tilled trail behind it at roughly once every 0.95 movement-speed-adjusted seconds. Each trail segment is a flat dark brown rectangular patch approximately 5.75 units wide by 2.15 units deep, aligned to the tractor’s current rotation, with five thin, very dark parallel furrow lines across it. Place the segment directly behind the tractor and slightly above the soil to avoid z-fighting. Trails remain visible across the field; retaining up to roughly 700 patch objects is sufficient. Count each placed segment as 5.75×2.15 square meters and add it to a running total even if patches overlap. Start at 0 m².

Add a fixed HUD overlay. In the upper-left show a dark translucent rounded pill reading “FIELD LINES 0 m² tilled,” with the number dynamically updated and rounded to the nearest whole square meter as the tractor tills. In the upper-right show a matching dark rounded pill button labeled “Reset field.” Clicking/tapping it must remove all tilled patches and furrow lines, reset the area display to 0, and return the tractor to the center with its initial orientation. At the bottom center show the hint “WASD / arrows · drag the joystick to drive” in white with a subtle shadow. Make the HUD safe-area aware, responsive to portrait mobile screens, and ensure only the reset button and joystick intercept pointer input while the rest of the overlay is noninteractive.

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