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Freeway County

  • 3d
  • driving
  • open-world
  • arcade
  • exploration
  • mobile
0
Remix it Discord

3 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alistair Woodbury built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Freeway County yet. Play it, then tell Alistair Woodbury what you would add next.

Make your own game

Freeway County was built by Alistair Woodbury 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 Freeway County 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 Freeway County

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 driving exploration game titled “Freeway County.” Use a clean low-poly realistic style with grounded afternoon lighting, soft shadows, atmospheric blue fog, and a pale blue sky. The player drives a blue sports sedan on a large procedural open county world viewed primarily from a smooth third-person chase camera behind and above the car. The car should appear centered near the bottom of the screen, with visible road stretching into the foggy distance; use a temporary simple blue sedan silhouette if the external car model has not loaded, and otherwise use a Kenney-style sports sedan model.

Build the world as a streamed open environment made of 90-by-90-meter terrain chunks, keeping a 3-by-3 (5-by-5 is acceptable only if needed for the same large-world feel, but match the implementation with the active 3-by-3 neighborhood) neighborhood around the player and replacing chunks as the car travels. Each chunk has green grass terrain, with occasional slightly different green tiles. Generate a county road network from dark charcoal asphalt strips: long north-south roads on alternating grid columns, east-west roads on alternating grid rows, plus some suburban connector roads around the central area. Roads are about 10 meters wide and have a dashed yellow center line and solid white edge lines. The player starts at approximately world position (0, 14), on a road, facing toward negative Z. Off-road grass should be traversable but slower and less grippy than asphalt, so the car slides more and loses speed away from roads.

Populate the county procedurally and sparsely: place Kenney-style suburban buildings near roads, larger trees in other areas, occasional flat low brown dirt hills in the distance, and occasional translucent blue reflective ponds/lake pockets away from roads. These are visual scenery rather than collision blockers. Keep the horizon open and hazy, with no traffic cars, combat, damage, weather, or night mode. Use directional sunlight and soft shadows.

The core loop is free driving, exploration, and reaching a repeating sequence of glowing checkpoints for bonuses. Place the checkpoint route at these approximate world coordinates: (0,-68), (88,-90), (180,0), (166,144), (0,180), (-126,90), (-180,-40), (-68,-160), and (68,-190), then loop back to the first. Each checkpoint is represented by a bright cyan/blue translucent cylindrical beacon with a glowing torus ring hovering above it. Show the active checkpoint pulsing and rotating, and show the next checkpoint more faintly; when the car comes within about 9 meters, award a score bonus of 100 plus twice the absolute current speed and advance to the next checkpoint.

Implement arcade-but-grounded car handling. W or Up accelerates forward, S or Down brakes and can reverse, A/D or Left/Right steer, and Space engages a handbrake that increases sliding and turning. Acceleration, braking, drag, steering response, forward/reverse speed limits, and road grip should make roads faster and more controllable than grass. Limit forward speed according to surface grip (roughly 46 world units/sec on good road plus a baseline margin, and about 20 units/sec off-road), with reverse capped around 15 units/sec. Smoothly rotate the car and add subtle body roll while steering. Track driven distance and best speed internally.

Provide three camera modes cycled by C: the default chase camera about 9 meters behind and 4.6 meters above the car looking ahead; a high overhead camera around 32 meters above; and a low hood/near-car camera around 4 meters behind and 1.85 meters high looking farther down the road. Cameras should smoothly interpolate and follow heading and steering. Render with a perspective camera around 64-degree field of view, fog, anti-aliasing, tone mapping, and responsive resizing.

Add a fixed translucent HUD over the game. At the top-left show pill-shaped labels for current speed in mph, the current area label, and the checkpoint objective. Speed should start at “0 mph” and derive from world speed; area text should say “Downtown Loop” when both coordinates are within roughly 120 meters of the origin, “County Highway” when close to a road, and “Open Country” elsewhere. The objective should read like “Checkpoint 1 · [distance] m” and update to the currently active checkpoint. Place a circular minimap at the top-right: dark translucent green background, simplified county grid roads, the active checkpoint as a cyan dot, and a white triangular player marker that rotates with the car heading. On desktop, show a lower-left help panel reading “W/↑ accelerate · S/↓ brake/reverse · A/D steer · Space handbrake · C changes camera. Explore the county roads and hit glowing checkpoints for distance bonuses.”

Also support mobile/touch play. On coarse pointers or narrow screens, show a lower-left circular steering stick with a translucent outlined base and white knob, plus lower-right BRAKE and GAS buttons. Dragging the stick controls steering; holding GAS accelerates and holding BRAKE brakes/reverses. Hide the desktop help panel on mobile, keep the HUD readable, and prevent page scrolling/zooming. Make the scene immediately playable, continuously animate the driving loop, and preserve the spacious freeway/county exploration feel shown in the reference: a broad dark road with yellow center markings, green grass shoulders, distant brown hills, blue sky/fog, and a small blue sedan in the foreground.

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