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Grand Outlaw Drive

  • 3d
  • third-person
  • exploration
  • crime
  • open-world
  • low-poly
  • city-slice
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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 3D third-person exploration game titled “Grand Outlaw Drive,” with the subtitle “GOD // CITY SLICE.” Begin with a full-screen character-selection overlay before gameplay: a dark blue-black translucent gradient backdrop and a centered rounded card titled “GOD,” subtitle “Grand Outlaw Drive — choose your starter,” and two large side-by-side buttons for “♂ Male Outlaw” and “♀ Female Outlaw.” Selecting either button loads the corresponding low-poly humanoid character and removes the overlay. The card also includes the note that this playable slice focuses on the city layout, districts, mission locations, getaway cars, police pressure, time-of-day, weather, bounty, fuel, and repair hooks.

After selection, show a stylized low-poly city slice from a third-person camera following the selected humanoid avatar. Use a broad connected world organized into five readable district ground blocks around a ring road: Central City at the center (gray urban ground), Dust County to the northwest/left (tan desert), Pinebreak Forest to the northeast/right (green forest), Iron Ridge to the southeast/right (gray mountain area), and Harbor Flats to the southwest/left (blue waterfront/industrial edge). Connect the areas with a dark rectangular ring road: north and south horizontal segments and west and east vertical segments. Central City contains a grid of simple gray-blue tower/building blocks and larger tower structures. Place a getaway sports sedan near the center, a parked police car nearby to suggest police pressure, and larger tower buildings for the safehouse and vault. Add a port office building in Harbor Flats. Scatter stylized pine trees in the forest area and blocky desert rock formations in Dust County; add blocky mountain structures in the mountainous area. Put visible glowing ground markers/rings with short vertical beams at the safehouse, vault, and port locations: green at the safehouse, yellow at the vault, and red/pink at the port.

The player starts near Central City and can freely explore on foot. Implement WASD and arrow-key movement, Shift to sprint, and Space to jump; also support a mobile joystick and drag-to-look controls. Use a third-person camera with approximately a 58-degree perspective view, following at about 7 units behind the character. Movement gradually consumes fuel only while moving. The character should have an idle animation. There are no shown combat, driving, robbery, mission-completion, repair, or police-chase interactions in this slice; the car and police vehicle are environmental/static props and the location markers are visual destinations.

Use a dark cinematic presentation with fog, a changing sky/background, soft blue ambient light, and warm directional sunlight. Time begins at 08:00, advances as the player moves/plays, and affects daylight brightness and the scene background/fog color. Maintain a weather state cycling among clear, rain, and fog over time, though the visible presentation is primarily the atmospheric lighting/fog treatment. Initialize the HUD values to Cash 
,500, Bounty $0, Fuel 82%, and Time 08:00. Keep cash and bounty unchanged unless the creator adds only mechanics visibly represented by the existing HUD; fuel should decrease during movement and never go below zero. Overlay a fixed glassy HUD over the 3D world. At the top-left, show a rounded dark panel with the bold spaced title “GRAND OUTLAW DRIVE” and small “GOD // CITY SLICE.” At the top-right, show a rounded four-field stats panel labeled Cash, Bounty, Fuel, and Time, with prominent gold values. At the top center, show the current district in uppercase inside a dark pill, updating based on the player’s nearest district. At the bottom-left, show a rounded mission panel whose green title and gray description update to the nearest district: Central City — “Downtown vault” / “Urban core: meetups, garages, stores, and the high-value vault.” Dust County — “Desert convoy” / “Desert biome: long sightlines, fuel stops, and convoy ambushes.” Pinebreak Forest — “Forest stash” / “Forest biome: hidden trails, cabins, and off-road escapes.” Iron Ridge — “Mountain tunnel” / “Mountain biome: switchbacks, tunnels, and bounty-hunter hideouts.” Harbor Flats — “Port warehouse” / “Waterfront edge: warehouses, docks, and getaway routes.” At the bottom-right on desktop, show a small control legend: “WASD / arrows move · Shift sprint · Space jump” and “Mobile joystick + drag look are enabled”; hide this legend on narrow mobile screens. Use rounded borders, translucent near-black panels, subtle blur/shadows, white and muted blue-gray typography, and gold for numeric stats. The overall style is a polished dark crime-game prototype with simple low-poly 3D geometry and a functional city-slice exploration loop.

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