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Arcade › Harborline

Harborline

  • 3d
  • third-person
  • urban-exploration
  • driving
  • low-poly
  • prototype
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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. Muhammad Ahmad built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harborline yet. Play it, then tell Muhammad Ahmad what you would add next.

Make your own game

Harborline was built by Muhammad Ahmad 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 Harborline 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 Harborline

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 browser-based third-person 3D prototype titled “Harborline,” using a low-poly/blocky city aesthetic. Show a large square urban environment from an over-the-shoulder third-person camera. The world should have a muted blue sky with distance fog, a flat green-gray ground, dark asphalt roads forming a broad central east-west road, a north-south road, parallel roads farther north and south, and side streets. Populate the blocks with simple boxy low-poly buildings in brown, blue-gray, and desaturated colors, several sample house/shop buildings, and sparse cone-shaped trees around the outskirts. Add yellow rectangular road/parking markings near the central area. Use soft shadows, bright daylight initially, and a clean stylized presentation.

The player is a blocky human character placed near the southern side of the central road, with a square head, dark flat hair, pale face, simple eyebrows and beard/mustache details, an orange patterned shirt, belt, teal/green pants, and blocky arms and legs. Start the camera behind and slightly above the player, looking toward the city and the nearby vehicle. Load/use simple idle and walking animations for the player and pedestrians. Allow third-person movement with WASD, sprint with Shift, jump with Space, and interaction with E. Use gravity and a jump response. Spawn approximately ten similar blocky pedestrian characters at varied positions throughout the city; play their walk animations and have them wander slowly in changing directions, turning when they reach the broad world bounds.

Place a blue sedan near the player as the main interaction target, and a police/response vehicle farther away on the right side of the city. The opening objective must say “Reach the blue sedan and press E to drive.” When the player is within roughly 3 world units of the sedan, show a centered bottom prompt reading “Press E to enter vehicle.” Press E nearby to enter: hide the player, switch the objective to “Drive around Harborline — press E to exit,” and change the controls hint to “WASD drive · Space brake · E exit vehicle.” While driving, use WASD for forward/reverse and steering, apply acceleration and friction, let Space brake, and follow the vehicle with a camera positioned behind and above it. Press E again to exit, reveal the player beside the car, and restore the exploration objective (“Explore the city and find the marked response vehicle”) and walking controls. Pressing F while inside the car increases a wanted level up to five stars; do not add other police-chase behavior.

Build a fixed HUD over the 3D scene. At the top-left show a dark translucent panel labeled “HARBORLINE” with a small “PROTOTYPE” tag. At the top-right show a dark translucent stats panel with “
250 CASH,” a SETTINGS button, a full green horizontal bar, a full blue horizontal bar, and five wanted-star symbols initially displayed as empty stars. Keep cash at 1250 unless implementing only the displayed state. At bottom-left show a dark translucent “CURRENT OBJECTIVE” panel, with the objective in bright light blue and a small uppercase controls/status hint below it. At bottom-right show a circular minimap/radar with a thin gray outline, dark background, a vertical and horizontal crosshair road shape, a cyan player marker at center, and a small yellow marker representing the sedan; update the vehicle marker based on the sedan’s world position. Use modern sans-serif typography, uppercase letter spacing for labels, translucent navy panels, subtle borders and shadows, and cyan/green/yellow accent colors. Add a SETTINGS panel opened and closed by the SETTINGS button. It should contain a Graphics profile select with LOW, MEDIUM, HIGH, and ULTRA options, a Toggle weather button, and a Skip time button. The quality option should affect shadow-map enablement and rendering pixel ratio. Toggle weather between clear and rain: in rain, change the scene to a darker blue-gray atmosphere and reduce fog range; in clear mode restore the pale blue sky and longer fog. Skip time should advance the simulated time by several hours. Simulate a continuously advancing day/night cycle that changes sunlight and hemisphere-light intensity; when it becomes night, use a dark navy background and stronger fog. Keep the setting as a quiet low-poly Harborline city prototype with no combat, inventory, missions beyond the displayed objectives, or extra UI screens.

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