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Grand Auto Crime

  • 3d
  • arcade
  • driving
  • shooter
  • city
  • mobile
  • 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. Lahssn Lahssn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Grand Auto Crime was built by Lahssn Lahssn 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 Grand Auto Crime 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 Grand Auto Crime

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 arcade driving-and-shooting game titled “Grand Auto Crime,” using Three.js or an equivalent WebGL engine. The game is viewed from a high, slightly rearward third-person perspective: follow a small green cargo truck/player vehicle from above and behind, with a smooth camera that stays offset roughly to the vehicle’s rear-right and looks toward the vehicle/world center. Use a dark blue-gray nighttime/twilight environment with fog, soft shadows, a warm directional sun, cool ambient/fill lighting, and simple low-poly stylized assets.

World: make a square city area bounded around 46 world units in each horizontal direction. Put a dark charcoal road grid over a dark green grass base: one broad north-south road and one broad east-west road crossing at the center, plus narrower parallel roads near both sides and roads near the top/bottom edges. Add repeated short yellow lane/divider dashes on the roads. Place chunky low-poly commercial buildings around the road grid, with blue-gray/white facades, dark blue trim, and repeated windows; the screenshot should read as a compact stylized city block. Use fog toward the distance.

Player: a small green cargo truck/car starts near the lower part of the central vertical road at approximately (0, 0.15, 12), facing along the road. It is composed visually of a dark green rectangular vehicle body, a darker raised cab/roof, black wheels, and preferably the visible green cargo-truck asset style from a low-poly city/retro urban kit. The vehicle accelerates and reverses with W/Up and S/Down, steers with A/Left and D/Right, and Shift provides a faster top speed/boost while held with throttle. Apply inertia/friction so the speed smoothly changes and decays; clamp speed to about -8 reverse and 13 normal forward or 18 while boosting. Keep the vehicle within approximately x/z = -46 to 46. The camera smoothly follows and looks at the player.

Combat and objective: place five bright magenta/pink capsule-shaped gang targets around the city, initially at random positions within roughly x/z = -14 to 14. Show a small white crosshair at the center of the screen. Press Space or hold the on-screen FIRE button to shoot in the vehicle’s forward direction. Spawn small glowing pale-yellow bullets from the vehicle, moving forward at high speed; allow a short fire cooldown of about 0.22 seconds. A bullet hitting a target within about 1.2 units hides that target for 3 seconds, increments HITS, and awards 
00 CASH. The target then respawns at a random position within roughly -17 to 17. The mission is to score 5 hits. After 5 hits, keep the game running and display a success message equivalent to “Mission complete! Escape the police.” Police/chase system: place three simple red police cars around the city, each made from a red rectangular body with a small blue roof light. They continuously pursue the player, moving toward the player and turning to face it; use faster pursuit when farther than about 5 units and slower movement when close. When a police car is within about 2.2 units, increase HEAT continuously and show a warning toast equivalent to “Police approaching!”. Every shot also raises HEAT by about 0.35 and marks the player wanted. HEAT slowly decays only after the player has become wanted, but if it reaches 5, stop gameplay, set game over, and show an Arabic-styled warning/toast equivalent to “You’ve been arrested — press R to retry.” Press R to reset heat, hits, cash, mission-complete and player position, then resume. HUD/UI: overlay the 3D canvas with a dark translucent rounded panel. At the top show the title “GRAND AUTO CRIME” in gold/yellow and the mission text in Arabic or bilingual form meaning “Mission: escape the chase and score 5 hits on gang targets.” Show a left-aligned/directionally clear stats block reading exactly: “HEAT: 0/5”, “HITS: 0/5”, and “CASH: $0”, updating live. Use white text, rounded dark panels, subtle border/shadow, and a small centered white crosshair. Display short colored toast notifications for startup, confirmed hit (+
00), mission completion, police warning, and arrest/game over. Start with a toast equivalent to “Start driving and shoot the targets.” Touch controls must be prominent at the bottom: a two-row six-button driving cluster with left, up, right arrows on the top row and A, down, D on the bottom row, plus a large red circular FIRE button on the lower right. Buttons are dark translucent rounded squares with white symbols and yellow pressed-state feedback. Include a small help line indicating WASD/arrows for driving, Space or FIRE for shooting, and Shift for speed. Make the layout responsive, with mission text optionally hidden on narrow mobile screens. The overall presentation should match the screenshot: tall mobile-friendly viewport, low-poly city, dark roads with yellow markings, green truck/player, red police vehicles, pink targets, and an uncluttered arcade HUD.

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