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Harborline Living

  • 3d
  • exploration
  • sandbox
  • low-poly
  • city
  • third-person
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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. The moonrise tales built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harborline Living yet. Play it, then tell The moonrise tales what you would add next.

Make your own game

Harborline Living was built by The moonrise tales 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 Living 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 Living

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 browser-based 3D third-person neighborhood exploration game titled “Harborline Living.” Use a colorful low-poly/blocky city aesthetic with soft shadows, bright stylized materials, and a sky-blue morning background. The playable character is a blocky humanoid avatar placed on a dark paved city street, with two other blocky humanoid NPCs elsewhere in the scene. Build a simple city grid from dark charcoal road tiles laid in crossing strips over a large muted green ground plane. Add pale gray raised sidewalk squares around the roads, four large colored circular destination pads, and floating dark rounded labels reading HOME, SCHOOL, MARKET, and CIVIC. Place one stylized low-poly commercial/building asset at each destination: HOME at the back-left, SCHOOL at the back-right, MARKET at the front-left, and CIVIC at the front-right. Include a yellow taxi and a police car as low-poly traffic vehicles, plus a traffic-light prop near the central road intersection. The taxi and police car should move continuously along simple sinusoidal paths on their respective road axes, while the NPCs can have subtle walk animations if available.

The player starts near the center of the street and can freely explore the city. Support keyboard movement with WASD, running while holding Shift, and jumping with Space; on touch/mobile, provide the control system’s automatically appearing virtual joystick. Use a following third-person camera by default, with buttons to switch to a first-person POV camera and a top-down/bird’s-eye camera. The camera should track the player and use smooth, readable framing. Clicking/tapping an interactable with a raycast should do something: clicking a building door toggles its orientation/open state and briefly displays the status message “Door toggled”; clicking a taxi or police car briefly displays “Vehicle ready — approach to drive.” Do not add driving, quests, combat, inventory, score, health, or win conditions, since these are not part of the original mechanics.

Create a fixed translucent dark navy HUD over the game. At the upper left, show a rounded glass-like panel with the title “Harborline Living” and a live status line formatted like “Morning · Clear · Walk” (also update it for Dawn/Evening/Night, Rain/Clear, and the current camera mode). At the upper right, show rounded buttons labeled “Follow,” “POV,” “Bird’s-eye,” and “Environment,” with Follow selected visually in white and the others dark. The Environment button expands a compact weather/time panel containing time buttons Dawn, Morning, Evening, Night and a Rain toggle. Time-of-day changes should visibly modify the sky/background, fog, sun color/intensity, and ambient lighting: dawn is warm orange, morning is bright blue, evening is orange-red with purple tones, and night is dark blue with dim lighting. The Rain toggle should add or remove a visible field of falling blue-white rain particles across the city and change the HUD status between Rain and Clear.

At the bottom, show a rounded dark instruction panel with orange pill-shaped key labels and the exact guidance: “WASD move · Shift run · Space jump · tap a door, sign, or car to interact. Mobile joystick appears automatically.” Use responsive full-screen rendering, soft shadows, atmospheric fog, and a clean modern UI with rounded panels, blur/translucency, and white text. Keep the experience as a walkable, peaceful low-poly city sandbox focused on changing viewpoint and environment and interacting with doors and vehicles.

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