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Arcade › Harbor City RP
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Grant Sylvester built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harbor City RP yet. Play it, then tell Grant Sylvester what you would add next.
Harbor City RP was built by Grant Sylvester 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 Harbor City RP 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.
Rebuild “Harbor City RP” as a browser-based 3D third-person urban role-playing sandbox using Three.js-style rendering. The player starts on foot as a small bright cyan/blue capsule-shaped citizen avatar near the edge of a compact city intersection, with a third-person follow camera positioned behind and above them. Use a calm stylized low-poly look: a muted blue-gray sky/background with fog, soft daylight, shadows, a desaturated green-gray ground plane, dark charcoal asphalt, pale gray sidewalks, and yellow lane dashes. Build the city as a simple cross-shaped road layout: one north-south road and one east-west road, each about 7 units wide, extending across the playable area, with sidewalks running alongside the roads. Place several low-poly commercial building models around the outer blocks/intersections, including buildings near approximately (-12,-12), (12,-12), (-12,12), (12,12), (-20,-2), (20,2), (-20,20), and (20,-20). Keep the world bounded to roughly 32 units from the center for driving. The core loop is free roaming and light city simulation. Let the player walk around the streets using WASD or arrow keys, run with Shift, and jump with Space. The HUD help text should explicitly say: “WASD / arrows move · Shift run · Space jump · E enter/exit car · R report crime”. Create 22 simple wandering citizen NPCs as colored capsule-like figures. Spawn them around the outer city and have them continuously walk toward randomly selected goals at visible city locations such as buildings, the central intersection, and road ends; when they reach a goal, choose another. Most NPCs are workers, while every fifth NPC is a shopper, resulting in 5 shoppers. Citizens should turn to face their travel direction. Add five moving traffic vehicles on the roads: mostly simple low-poly sedans and one police car, circulating along horizontal or vertical routes and wrapping around when they reach the ends of the city. Also place one controllable sedan for the player near the starting point, around (3.1, 14), and keep it visually distinct only through its availability for interaction. When the player is within about 3 units of that car and presses E, hide the on-foot avatar and enter the vehicle. While driving, show a mobile-friendly driving control cluster at the bottom-right with up, left, down, right, and EXIT buttons; keyboard WASD/arrows should accelerate, brake/reverse, and steer. Give the car acceleration, friction, a speed range from reverse up to roughly 12, turning based on current speed, and constrain it to the approximately -32 to +32 city bounds. Press E again or click EXIT to leave the car, restore the avatar beside it, and log “You exited the vehicle”. When entering, log “You took the wheel — drive carefully”. Implement a lightweight role-play state system. Start at 8:00, advance the in-game clock continuously (about three in-game minutes per real-time second), and wrap after midnight. Start the player with $420 and crime heat at 0%. Press R to report a crime: increase heat by 20 percentage points up to 100 and log “Dispatch received a disturbance report”. Gradually reduce heat over time at about 0.8 percentage points per real-time second. There is no combat, inventory, mission system, or money-earning mechanic; the focus is movement, citizens, traffic, vehicle entry, and the report-crime event. Create a fixed-screen HUD matching the reference: a dark navy translucent rounded rectangular panel in the upper-left with a thin blue-gray border and subtle shadow. It should display the uppercase title “HARBOR CITY RP” in light cyan, with a rounded “CITIZEN” pill beside it. Under that, show the live line formatted like “8:00 · On foot · $420 · heat 0%” (switch to “Driving” while in the sedan), then “Citizens 22 · Traffic 5 · 5 shoppers”. Beneath those lines show the latest event in warm pale yellow, initially “City is waking up”. Put the movement/help strip in a dark translucent rounded panel at the bottom-left. Keep HUD panels pointer-transparent except for the driving buttons. On narrow screens, preserve the responsive full-screen canvas and readable HUD placement. Use soft ambient hemisphere lighting, warm directional sunlight, fog in the distance, anti-aliasing, shadows, and a slightly cinematic tone-mapped presentation. The player camera should follow the avatar in third person and, during driving, look toward the active car.