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Arcade › Harborline

Harborline

  • 3d
  • third-person
  • open-world
  • driving
  • low-poly
  • city
  • free-roam
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Harborline was built 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.

Recreate “Harborline,” a low-poly third-person 3D free-roam game set in the South Quay district of a stylized city. Use a Three.js-like perspective camera with a 62-degree field of view, blue-gray sky/background and distance fog. The camera follows the player from behind at roughly 7 units away and looks toward the avatar; allow the player to move the camera/look using the third-person controls. Render with soft shadows, ambient hemisphere lighting, warm directional sunlight, cool fill light, ACES-style tone mapping, and a simple clean low-poly aesthetic.

Build the district on a large 140x140 flat ground plane. Lay out a broad grid of dark charcoal roads: north-south road strips and east-west road strips at roughly 16-unit intervals, each road about 7 units wide, bordered by light gray concrete sidewalks. Add short pale yellow lane-dash markings at the road intersections/edges. Place approximately 17 blocky commercial low-poly buildings around the outer blocks, using varied short and tall rectangular city-building silhouettes with rows of windows; leave the central road grid open for traversal. Add a blue-shop destination near the middle-right of the district at approximately world position (8, 8), on a slightly raised 14x14 gray plaza. Mark the shop/plaza with a glowing cyan-blue circular floor marker.

The controllable avatar starts on foot around (0, 4). Make the avatar visually simple and capsule-shaped: a pale off-white/blue-gray cylindrical capsule body with a small tan spherical head, casting a shadow. On foot, support WASD or arrow keys for movement, Shift for running, and Space for jumping; gravity and collision should keep the character on the ground and prevent walking through the road/scene colliders as appropriate. Show a small faint circular crosshair at screen center.

Populate the streets with four cars: a yellow taxi near the starting area, two moving sedans, a moving police car, and another moving sedan. Use chunky low-poly car models with wheels and recognizable taxi/police color schemes. The player can approach any nearby car and press E to enter it. While driving, hide the avatar, switch the HUD mode to “DRIVING,” and use W/S or up/down to accelerate/reverse, A/D or left/right to steer, with speed clamped to approximately -8 through 18 and the car kept within roughly -54 to 54 on both axes. The third-person camera should follow behind the driven vehicle. Press E again to exit beside the car and return to “ON FOOT.” The other traffic cars should move continuously along either an east-west or north-south route, wrapping around the district edges. Display context prompts such as “E · enter vehicle” near a car and “E · exit vehicle” while driving.

Populate the district with 18 small low-poly pedestrians distributed randomly around the city. Each should have a capsule-like colored shirt/torso, tan/brown head, dark hair cap, simple eyes, skin-colored arms, and dark legs. Animate them with subtle walking arm and leg swings and slow wandering movement, turning in their travel direction and bouncing slightly.

Implement the actual interaction/mission loop. Initially show the mission title “Free roam” and text “Explore the district. Find a ride or visit the blue shop.” When on foot near the blue shop, pressing E starts a delivery mission titled “Street runner” with text “Take the marked package to the blue shop.” Entering a vehicle also starts this delivery mission with text “Deliver the marked package to the blue shop.” When the delivery mission is active, make the cyan shop marker pulse. Return to the shop and press E to complete it, add 
80 to the player’s cash, reset to free roam, and show “Job complete” with “
80 deposited. Keep exploring the city.” Include a small interaction cooldown so repeated E presses do not trigger multiple interactions. There is no combat or shooting system; the heat value is displayed but remains 0 in the shown mechanics. Use a dark translucent glass-like HUD overlay. At top left show “HARBORLINE” in spaced uppercase lettering and the subtitle “South Quay district.” At top center show the current mission title and description. At top right show “
40 · Heat 0” initially, a time such as “09:00,” and “ON FOOT”; update cash, heat, time, and vehicle mode live. Start with
40, heat 0, and in-game time 09:00. Advance the time slowly through a 24-hour cycle, changing sunlight intensity and transitioning the sky/fog toward dark navy at night. At bottom left show the help text “WASD / arrows move · Shift run · Space jump · E interact · Esc release mouse.” Put interaction prompts in a rounded dark pill at the bottom center and fade them in only when relevant. Keep the overall presentation uncluttered, atmospheric, and faithful to the screenshot: a broad grid of roads and sidewalks, sparse block buildings, moving vehicles and pedestrians, a centered capsule avatar, and blue-gray harbor-district ambience.

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