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Arcade › Harbor Contract
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tuckerrookstool built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harbor Contract yet. Play it, then tell tuckerrookstool what you would add next.
Harbor Contract was built by tuckerrookstool 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 Contract 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 a playable 3D shipyard management game titled “Harbor Contract.” Use a clean, readable low-poly/isometric-style presentation with a turquoise harbor-water background and fog, a sandy/concrete rectangular yard with a subtle planning grid, soft bright daylight, shadows, and simple colorful industrial geometry. The camera is a perspective camera looking down at roughly a 34-degree pitch from above the yard; allow mouse-wheel zoom between close and far views and pan with WASD, arrow keys, or by moving the mouse to the screen edges. The yard should visibly include a large central dry dock: a dark gray rectangular basin with a blue inner trench, yellow rails, and multiple glowing translucent colored component slots. Place four clickable station markers around it, each a colored circular pad with a rotating ring and a floating white label: Dry Dock near the north/center, Warehouse to the west, Office to the southwest, and Gantry Crane to the east. Populate the scene with low-poly industrial props: a factory gantry crane by the crane station, stacked cargo containers/building blocks at the warehouse, a small boat-house office, dock platforms, a reference rowboat, and several animated or idle yard workers. Use simple modeled ship components rather than relying on unavailable art: blue-gray hull plates with a pointed bow cap, cream cabins with blue roofs, dark engines with a fan, and yellow deck gear with a mast. When a ship is launched, show a completed small boat preview near the dock/water area. The game is a timed contract-management loop. Start with $7,600, 78 steel, 24 electronics, 3 workers, 1 worker assigned, yard level 1, crane/tool level 1, zero completed contracts and zero expired contracts. The player must select one of active customer orders from a left-side Contracts panel, click/open the Dry Dock, then drag required component buttons from a parts tray into matching glowing slots. Placing a part immediately consumes its material cost. Required part types and base costs are: Hull Plates cost 18 steel and 0 electronics; Cabin costs 7 steel and 4 electronics; Engine costs 5 steel and 9 electronics; Deck Gear costs 10 steel and 2 electronics. Only slots for the selected order’s still-needed components should glow/show, and only the required quantity can be installed. The contract is buildable when all required parts are placed. Assigned workers then automatically increase build progress over time; without workers it stops. Base build speed is (4.7 + assigned workers × 3.2) progress per second, multiplied by 1 + 35% per tool level above level 1 and, if researched, by 1.1 for CAD Scheduling. At 100%, enable a “Launch Completed Ship” button; launching removes the installed parts, pays the contract reward, increments completed contracts, displays the launched ship preview, and supplies/queues another contract so there are normally three open contracts. Initially provide these active contracts: Harbor Tug, a tug hull requiring 2 hull plates, 1 cabin, 1 engine, and no deck gear, reward $4,200, deadline 105 seconds; Fishing Skiff, a skiff hull requiring 2 hull plates, 1 cabin, 1 engine, and 1 deck gear, reward $5,200, deadline 120 seconds; and Survey Boat, a utility hull requiring 3 hull plates, 1 cabin, 1 engine, and 1 deck gear, reward $6,800, deadline 145 seconds. Show each order as a card with its reward, hull type, installed/required component counts, and a live countdown in seconds. Contract timers continuously decrease; an order that reaches zero expires, increments the expired count, removes its active build, and is replaced with another available order. The player can accept a fourth optional “Accept Rush Order” contract, but no more than four may be open. Rush orders have shortened deadlines (at least 75 seconds) and an additional 18% reward. At yard level 1, new orders are limited to the first three templates; after upgrading the yard to level 2, unlock larger templates: Cargo Barge requiring 4 hull, 1 cabin, 2 engines, 2 deck gear for $9,400 and 175 seconds, and Patrol Cutter requiring 4 hull, 2 cabins, 2 engines, 2 deck gear for1,800 and 195 seconds. New contracts can receive research bonuses. Make the stations functional through an HTML overlay panel. The top bar is a rounded translucent white strip with the anchor icon/title “Harbor Contract” and compact pill-shaped HUD counters for money, steel, electronics, assigned/total workers, completed contracts out of 5, expired contracts out of 3, yard level, and research count. The left white rounded Contracts panel is visible beneath the top bar. Clicking a contract highlights it in cyan and resets the current build progress. Clicking a 3D station opens a right-side white rounded station panel with a close button. At the Dry Dock panel show the selected build, a 0–100 progress bar, “Launch Completed Ship” (disabled until ready), and “Scrap Current Dock Parts”; show a parts tray near the bottom with draggable buttons displaying each part’s installed/required count and current steel/electronics cost. Scrapping removes current parts, resets progress, and does not refund materials. Show short dark translucent toast messages for selection, installation, purchases, research, launches, and errors. Include a small controls hint: click stations, drag ship parts, WASD/edge-scroll to pan, mouse wheel to zoom. The Warehouse station offers three purchases: Steel bundle for,200 initially, with each later hire costing $850 more; cap the yard at 6 workers. Upgrade the yard costs $5,500 at level 1 and then $9,500 at level 2, caps at level 3, is required for victory, and unlocks the large ship contracts at level 2. The Gantry Crane station shows assigned workers out of total workers, buttons to add or remove one assigned worker, and tool upgrades: first costs $3,400, next costs $6,000, and tool level caps at 3. Implement four one-time Office research upgrades, with clear descriptions and a researched state: Steel Nesting costs,200 (+45 steel), Electronics crate for $950 (+18 electronics), and Bulk shipment for,750 (+85 steel, +30 electronics). The Office station offers hiring, yard upgrades, and research. Hire a worker for