Appearance
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.
Recreate "Harbor City RP" as a browser-based 3D third-person city roleplay sandbox using Three.js-style rendering. The game is a small, low-poly city slice viewed with a perspective camera, initially in third-person behind and above a simple mint-green capsule-shaped player avatar. Use a pale blue sky/background with blue-gray fog, soft shadows, and bright daylight lighting. Build a flat green ground plane with a repeating grid of dark charcoal roads: three vertical roads and three horizontal roads crossing at regular intervals, each bordered by light gray sidewalks and marked with short pale-yellow dashed center lines. Place low-poly commercial city buildings around the road blocks using varied modular building models, leaving the road network open for pedestrians and vehicles. The view should resemble the supplied screenshot: the green capsule avatar centered in the foreground, roads and sidewalks extending ahead, and a chunky low-poly emergency/traffic vehicle potentially directly ahead; use clean geometric materials and restrained teal, gray, orange, blue, and red colors. The core loop is observational urban roleplay rather than combat: let the player walk around, choose a civilian occupation/role, watch citizens follow daily routines, and approach citizens to interact and earn money. Start with role Civilian, wallet20, and simulated time 08:00. Display a fixed glassy dark HUD: upper-left title "HARBOR CITY RP" and subtitle "A living city slice — walk, work, watch routines unfold"; upper-right stats showing Role, Wallet, Time, Citizens active, and Traffic. Show 18 active citizens and 8 traffic vehicles. At lower-left, provide clickable role buttons for exactly these roles: Civilian, Police Officer, Firefighter, EMT, Mechanic, Taxi Driver, Delivery Driver, and Criminal. Highlight the selected role, and show a brief toast such as "Mechanic selected" when it changes. At lower-right, show the controls hint: "WASD / arrows to move · Shift sprint · Space jump · V switch camera · E interact" plus the mobile note about an on-screen joystick and jump button. Player controls: WASD or arrow keys move the avatar, Shift sprints, Space jumps, V toggles between third-person and first-person camera, and E interacts with a nearby citizen. Support touch/mobile controls with an on-screen joystick and jump button. In third-person, smoothly follow the player at about a 7-unit distance; in first-person, use the same controllable avatar/camera system. If E is pressed near a citizen, grant money: normally2, or $45 when the selected role is Criminal, and show a toast like "Helped Citizen 3 and earned money." There is no combat system. Create 18 simple capsule-shaped pedestrian NPCs in several bright colors. Give them homes, workplaces, shops, professions, and destinations distributed around the road grid. NPCs should navigate using sidewalk/intersection waypoints, pause before crossing intersections, avoid nearby citizens and cars, and visibly move between destinations. Their schedules should follow the simulated clock: ordinary Citizens sleep before 07:00, commute to work from 07:00–09:00, work 09:00–12:00 and 14:00–17:00, take lunch at a cafe/shop from 12:00–14:00, return home 17:00–19:00, shop 19:00–22:00, then stay home; Mechanics sleep before 07:00, go to a garage 07:00–08:00, repair vehicles 08:00–17:00, return home 17:00–19:00, then remain home; Business Workers get ready before 08:00, commute to a business 08:00–09:00, work 09:00–17:00, return home 17:00–19:00, then remain home. Advance simulation time at roughly 2.2 in-game minutes per real second. Assign NPC professions in a repeating pattern of Citizen, Mechanic, and Business Worker. Add a lower-left/left-side NPC observer panel that continuously tracks the citizen nearest to the player and displays their name, profession, destination, activity, and schedule period. Use labels such as Home, Cafe / Lunch, Market, Garage, Workplace and activity text such as Sleeping, Going to Work, Working, Lunch Break, Shopping, Repairing Vehicles, and Returning Home. This panel should update as the nearest NPC changes. Add exactly 8 low-poly traffic vehicles circulating continuously on the roads, using varied taxi, police car, firetruck, and truck models/colors. Place them on alternating horizontal/vertical road lanes, move them slowly forward, and wrap them around at the edge of the city so traffic remains active. Count them in the HUD. Vehicles and citizens cast/receive soft shadows. Use a simple realistic-ish low-poly city presentation with no invented weapons, missions, combat, boats, or extra UI systems beyond the roleplay, schedules, interaction, camera toggle, and displayed HUD.More free browser games