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Arcade › Greyline District
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Greyline District was built by Testador 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 Greyline District 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.
Create a playable first-person 3D city-district exploration and driving game titled “Greyline District.” Use Three.js-style real-time 3D rendering with a 76-degree perspective FPS camera, mouse/touch drag to look, and gravity-based movement. The player is an invisible capsule collider, initially on foot at the edge of a compact roughly 64-by-64-unit urban map. Walking speed is about 5.5, jumping uses about 8.5 jump speed with gravity around -22; support WASD and arrow keys for movement, Space for jump, and Shift for running if the platform’s FPS controller supports it. Keep the camera centered with a small white outlined circular crosshair. Build a subdued, grey-blue city in daylight under a hazy blue-grey sky. Add fog beginning around 35 units and fading by about 125 units. Use soft shadows, ambient hemisphere lighting, a strong directional sun, and a subtle cool fill light. The ground is a large dark charcoal asphalt district slab with a lightly speckled texture. Lay out a regular grid of broad roads: vertical roads centered near x=-20, 0, and 20 and horizontal roads centered near z=-20, 0, and 20. Roads are about 6 units wide, with narrow raised grey sidewalks beside them, pale concrete curbs, and pale rectangular crosswalk stripes at the intersections. Fill the city blocks with repeated commercial/skyscraper-style buildings in muted grey materials, arranged in dense rows around the roads; each building should sit on a connected raised sidewalk slab/ring. Some buildings have subtle blue reflective window panels. Place traffic-signal/road-detail props near intersections. Populate the district with approximately 16 static buildings, using a mixture of tall skyscraper and lower commercial building silhouettes, and approximately 10 traffic detail/traffic-light props. Add 12 animated pedestrians using varied casual male/female character models, dark blue-grey clothing and varied skin tones. They should visibly play walking animations and move back and forth along short straight sidewalk routes, with some routes oriented along the streets. The HUD should report the number of vehicles and pedestrians. Add 12 vehicles distributed on the streets, using varied sedan, sports-sedan, and taxi-like models. Give cars dark, silver, blue-grey, or near-black materials with moderately metallic paint and darker glass. Some cars are parked/static and can be entered; others move continuously along the road grid, wrapping from one end of the district to the other at low traffic speeds. Moving cars should not be enterable. Each parked car has a nearby seated/associated small pedestrian figure if supported by the asset setup. On foot, the player can approach a nearby parked car (within roughly 3.2 units) and press E, or tap the on-screen ENTRER button, to enter it. When entering, attach the player viewpoint above/inside the vehicle and switch to driving mode. Drive with W/up to accelerate, S/down or the FREIN button to slow/brake, and A/D or left/right to steer. Limit driving speed to roughly 16 internal units per second, turn proportionally to speed, and slow the car if it leaves the +/-31 map boundary. Press E again to exit; place the player beside the car and return to FPS walking. The HUD should show driving status and approximate speed while driving, and show a nearby-car indication when on foot near an enterable parked vehicle. Use a minimalist dark translucent glass HUD with rounded corners, thin low-opacity borders, and white text. At the top left show “GREYLINE” plus either “à pied” or driving status such as “conduite [speed] km/h,” then a smaller line like “[vehicle count] voitures · [pedestrian count] PNJ,” optionally “voiture proche.” At the top right show French instructions: “FPS · WASD / joystick · glisser pour regarder,” followed by “E : entrer/sortir · espace : sauter · shift : courir.” Put the crosshair at screen center. For mobile/touch play, add a bottom-left four-button directional pad with ▲, ◀, ▼, ▶ and bottom-right action buttons labeled “SAUT,” “ENTRER” (hidden unless a parked car is nearby), and “FREIN.” Make the buttons dark translucent, rounded, outlined, and responsive to press/hold; the brake remains active while held. Keep the visual style grounded, sparse, and cinematic rather than colorful or cartoonish, with the grey asphalt, pale sidewalks, cool building palette, fog, and realistic shadows defining the game.