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Grand Outlaw Drive

  • 3d
  • third-person
  • exploration
  • city
  • low-poly
  • browser
  • avatar-customization
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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. Oliver built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grand Outlaw Drive yet. Play it, then tell Oliver what you would add next.

Make your own game

Grand Outlaw Drive was built by Oliver 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 Outlaw Drive 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 Outlaw Drive

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 third-person exploration prototype titled “Grand Outlaw Drive,” subtitled “GOD // CITY SCOUT BUILD.” Use Three.js or an equivalent WebGL engine with a perspective camera following a player avatar from behind at about 9 units distance. The scene is a stylized low-poly starter city under a muted blue-gray sky with matching fog, soft shadows, warm directional sunlight, and a dark cinematic HUD overlay. The player is a casual humanoid avatar loaded in either a female or male variant, using the same general body style; show an initial full-screen dark translucent character-selection modal titled “Pick your outlaw,” explanatory text about choosing a look and exploring districts, and two large choices: “♀ Casual Female” and “♂ Casual Male.” Selecting one closes the modal and spawns that avatar. Also provide a HUD button to switch between female and male later.

Build a flat grass-colored world roughly 120 by 120 units with a central cross-shaped highway: two horizontal roads around z=-12 and z=12 and two vertical roads around x=-22 and x=22. Roads are dark charcoal strips with small pale lane marks along the horizontal roads. Arrange four clearly colored districts around the roads, each with a raised colored ground patch and a floating rounded label: northwest/southwest area “Cinder Flats · Desert” in sandy orange, northeast “Pinewatch · Forest” in green, southern central “Crownline · Urban Core” in slate blue-gray, and southeast “Ironback · Mountains” in muted purple. Add stylized environmental props visible in the appropriate regions: several low-poly trees in and around Pinewatch and two low-poly mountain group meshes in Ironback.

Place simple blocky buildings/robbery-target landmarks, each with a floating name sign and a glowing gold circular marker on the ground. Include Marlowe Bank, Night Market, Auto Chop Shop in Crownline, Sunset Fuel in Cinder Flats, Pine Motel in Pinewatch, and Outpost Casino near the urban targets. These are only landmarks/markers in this build: do not implement robbery interactions, combat, vehicles, cops, NPC crowds, multiplayer, inventory, or missions unless needed purely as visual placeholders, because the source prototype only supports scouting and movement.

Implement third-person movement with WASD or arrow keys, running while Shift is held, and jumping with Space; use gravity and a jump arc. On mobile, automatically expose a virtual joystick and jump control. Play idle and run animations on the avatar, switching based on whether the player is moving. The player can freely explore the city and the HUD continuously identifies the nearest district, or displays “Freeway / Meet-up” when not near one. The in-game clock starts at 08:00 and advances gradually in real time; an “Advance hour” button adds one game hour. Include clear, rain, and storm weather buttons. Weather changes the scene fog/background color: clear is blue-gray, rain is darker teal-gray, storm is slate gray; the active weather button is highlighted red. Advancing time should also alter lighting: daytime has bright warm sun and cool sky fill, while night (before 06:00 or from 19:00 onward) has dim sun, subdued sky fill, stronger blue rim light, darker blue environment, and reduced exposure.

Use a fixed HTML/CSS HUD over the canvas. At top left show a rounded dark glass panel with “GRAND OUTLAW DRIVE” and “GOD // CITY SCOUT BUILD.” At top right show cash and bounty in tabular text, initially “
,500 · Bounty $0,” plus “08:00 · Clear.” Center near the top show a pill-shaped district indicator in warm gold text. Bottom left show the instruction legend: “Drive the starter city,” “WASD / arrows move · Shift runs · Space jumps,” and “Scout the colored districts and mission markers. Mobile joystick + jump appear automatically.” Bottom right place rounded controls for Clear, Rain, Storm, Advance hour, and Switch avatar. Match the visual style: dark navy/black translucent panels, thin low-opacity borders, rounded corners, cream/white bold typography, gold labels and markers, red active controls, and a subdued cinematic low-poly city scene. Cash and bounty should be HUD state values initialized to 2500 and 0; they may remain unchanged during exploration.

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