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Arcade › Frontier State RP
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dominick Harris built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontier State RP yet. Play it, then tell Dominick Harris what you would add next.
Frontier State RP was built by Dominick Harris 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 Frontier State RP 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.
Recreate a browser-based third-person 3D social roleplay sandbox titled “Frontier State RP.” Use Three.js with a perspective third-person camera following a blocky humanoid player in a small city district named “ORCHARD DISTRICT,” with an overcast blue-gray sky, atmospheric fog, soft shadows, and stylized low-poly/kenney-like assets. World and camera: Build a flat grassy 150x150 ground plane with a dark charcoal north-south main road about 26 units wide and an east-west crossroad about 22 units wide. Add short cream lane dashes along both roads, plus several square gray sidewalk/plaza slabs around the district. Place six simple low-poly commercial/residential buildings around the road edges: roughly at (-38,-36), (-38,36), (38,-36), (38,36), (-50,18), and (50,-18), with varied scale and rotations. Use a blue-gray background and fog fading into the distance. Light the scene with a bright warm directional sun, cool hemisphere/fill lighting, and enable ambient/contact-style soft shadows. Player: Place a blocky humanoid avatar at approximately (0,0,12), visibly centered in the scene. Use a stylized block-character model with a large dark blue-gray square head/hair, peach skin, tan/orange shirt or jacket, green lower clothing, and blocky limbs. The character should idle with an animation and cast a shadow. Use a third-person controller with camera distance around 7 units, movement speed around 6, jump speed around 8, gravity around -22, and a slope limit around 42 degrees. Support WASD and arrow keys for walking, Shift for running, Space for jumping, and mouse/touch dragging to look around. Keep the avatar as the camera target. NPCs and vehicle: Add three stationary blocky citizen NPCs using the same style at approximately (-7,4), (8,-8), and (-8,-12), each with varied facing directions and idle animations. Add one stylized red/orange low-poly sedan on the road near (5,0,9), rotated sideways relative to the camera, with dark gray bumpers/wheel wells, visible gray wheels, tinted/light windows, and shadows. The sedan is the only vehicle and should be interactable for entering/exiting. When the player is within about 4 units and presses the vehicle button, hide the player, parent the player to the car, position the player inside it, and switch to driving mode; movement input should let the car cruise/turn in a simple arcade manner. On exit, unparent and place the player beside the sedan, making the player visible again. Display a toast such as “Vehicle entered · use WASD to cruise” or “Vehicle exited.” If too far away, show “Move closer to the sedan.” Interaction objective: Put a glowing orange circular interaction marker on the ground at approximately (5,0,-7), consisting of a low orange emissive cylinder and a larger pale-orange ring. Make it rotate and pulse slightly. Pressing the INTERACT button while within 4 units of the marker should set the interaction to garage/contact, award 25 credits, and display “Garage contact complete · +25 credits.” Pressing it elsewhere should display “Nothing to interact with here.” Start with the player connected and 240 credits. The game has no combat, weapons, health, enemies, missions, inventory, or extra progression systems beyond this one interaction and vehicle toggle. HUD/UI: Overlay a clean fixed HUD over the full-screen canvas. In the upper left, use a dark translucent rounded glass panel with the bold spaced title “FRONTIER STATE RP,” and subtitle “ORCHARD DISTRICT · PUBLIC TEST,” with “PUBLIC TEST” highlighted warm amber. In the upper right, show a matching dark translucent status card reading “ONLINE WORLD” and a dynamic second line reading “CONNECTED · 240 CR” while on foot, changing to “DRIVING · [credits] CR” while in the car. In the lower left, show a dark translucent rounded “Field guide” panel with: “WASD / arrows walk · Shift run · Space jump” and “Drag to look · Visit the orange marker to interact,” highlighting the marker instruction in amber. In the lower right, stack two rounded action buttons: a prominent amber/orange “INTERACT” button above a dark “ENTER VEHICLE” button. Buttons must work with pointer/touch input. Show centered near the top a temporary dark toast with amber border/text for interaction and vehicle feedback. Keep the visual style modern, compact, translucent, and readable over the low-poly scene, with responsive sizing for small screens. Use the supplied external low-poly building, sedan, and block-character assets if available; otherwise create close geometric substitutes. The result should open directly into the playable district with the avatar, NPCs, sedan, marker, camera, movement, jumping, interaction credits, and HUD visible. Preserve the game’s simple public-test/social sandbox feel rather than adding unobserved features.