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Dune Drift

  • 3d
  • racing
  • arcade
  • desert
  • drifting
  • third-person
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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. Prasanga Perera built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dune Drift yet. Play it, then tell Prasanga Perera what you would add next.

Make your own game

Dune Drift was built by Prasanga Perera 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 Dune 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 Dune 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 third-person 3D arcade racing game titled “Dune Drift.” The game takes place in a warm, stylized desert under an orange/sandy sky. Use a large flat circular desert ground with a soft orange-brown background and fog fading at distance. Build the course as a broad oval/circular ring track: a dark brown road ring roughly 15–22 world units from the center, bordered by a lighter golden sand shoulder, with the center cut out as desert ground. Add about 24 small pale yellow rectangular dash markers around the inside/center line of the loop. Place scattered desert scenery outside the track—tall cacti and chunky rocks at varying radii—with soft shadows. Lighting should be warm and sunlit, with ambient hemisphere light, directional shadows, rough sandy materials, and a clean low-poly/asset-pack aesthetic.

The player drives a small green race kart/car, viewed from behind and slightly above. Place a red rival race car ahead on the same loop; it follows the track automatically and is visual opposition only, with no collision or overtaking mechanics. The player and rival should be aligned tangentially to the oval track and continuously follow its curve. Use a smooth chase camera that stays behind the player, about 7 units back and 4–5 units above the track, looking toward the car and track ahead; smoothly interpolate camera movement as the car travels.

Core controls and driving: W or Up Arrow accelerates; S or Down Arrow brakes; A/D or Left/Right Arrow steers. Steering changes the player’s progress around the loop, with left/right adjusting the track parameter, while acceleration increases speed up to a normal cap. Space activates drifting. Drifting only charges when the player is moving sufficiently fast and steering at the same time; while drifting, speed is very slightly reduced and a drift-charge meter fills. Releasing drift after a meaningful charge converts the charge into a temporary boost, raising the speed cap and rapidly accelerating the kart for a short duration. The boost meter then drains/decays. When not drifting, the charge gradually empties. Start stationary at the beginning of lap 1, with the rival slightly ahead and moving around the course at a constant pace. The player completes three laps; each crossing of the loop start advances the lap, and after lap 3 the game stops updating the race as game over. Do not invent weapons, pickups, collisions, jumps, opponents beyond the single red rival, or additional menus.

HUD: Overlay the game with fixed UI panels. At top left, show a dark translucent rounded panel with the gold uppercase title “DUNE DRIFT” and “LAP 1 / 3” (dynamically update the lap number). At top right, show a matching dark translucent panel with a large numeric speed readout, “KM/H” beneath it, and a labeled “DRIFT BOOST” horizontal bar. The bar starts empty, fills with a warm orange-to-pale-yellow glow as drift charge accumulates, and visually represents the charge percentage. At the bottom center show the instruction text: “W / ↑ accelerate · A D / ← → steer · SPACE drift”. On touch/mobile layouts, replace the keyboard hint area with four large dark rounded controls near the bottom: left arrow and right arrow grouped on the lower left, and an up triangle accelerator plus a sparkle/star drift button grouped on the lower right. Buttons should brighten/change to orange while held. On desktop, hide the touch buttons. Keep the UI palette consistent with the desert: dark brown translucent panels, cream/gold text, orange highlights, rounded corners, subtle borders and shadows. Render responsively full-screen in a 3D canvas.

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