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Harborline Streetlight

  • 3d
  • third-person
  • action-adventure
  • urban
  • mission
  • mobile
  • low-poly
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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. Yusuf Abubakar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harborline Streetlight yet. Play it, then tell Yusuf Abubakar what you would add next.

Make your own game

Harborline Streetlight was built by Yusuf Abubakar 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 Streetlight 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 Streetlight

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 3D third-person urban action/adventure game titled “Harborline Streetlight.” Use Three.js-style real-time 3D with a perspective camera following a blocky humanoid player, soft shadows, fog, and a stylized low-poly/asset-pack look. The world is a compact city district laid out on a large green ground plane: two perpendicular dark asphalt avenues crossing at the center, pale dashed lane markings and crosswalk stripes, raised gray sidewalks, simple colorful block buildings, window bands, scattered low-poly trees, and landmarks including a blue building labeled “BLUE WAREHOUSE,” a brown “GARAGE,” and a “MARKET.” Include a few moving traffic cars, a player sedan labeled “YOUR RIDE,” and a police car that can become a pursuing patrol. Place an ally named “NIA” near the blue warehouse, civilian/worker NPCs, two gang NPCs, and eight glowing gold collectible data pickups distributed around the district.

The player begins on foot near the central road with $420, 100 HP, and 12 ammunition. Provide third-person movement using WASD/virtual left stick, dragging to look, jumping with Space or JUMP, and sprinting. Include a centered white crosshair. The core mission is a short sequential street-crime narrative: initially show “Signal in the Static — Meet Nia beside the blue warehouse.” When the player presses INTERACT near Nia, advance to “Take the marked data case to the garage,” award $80, and show a dialogue-style notification from Nia. Interacting near the blue warehouse during the delivery stage triggers an alarm, changes the objective to “Heat Check — Lose the patrol before the handoff,” sets wanted level to 2, and activates a police vehicle chase. While driving, use GAS, BRAKE, left/right steering, EXIT, and HORN controls; the player can also enter the nearby player car on foot and exit it. Escape by getting sufficiently far from the police, then complete the mission, clear the wanted level, award the 
50 mission reward, hide the patrol, and switch to “Streetlight Network — Free roam — look for jobs, pickups, and hidden alleys.” Implement combat with ATTACK or F: each shot consumes one ammo, has a short cooldown, raises wanted level by one up to five stars, and damages the nearest gang enemy within range. Gang enemies approach the player when close; defeating one hides it and awards $80. If there is no target, show a notification that witnesses are calling in the shot. Police contact during a chase damages HP over time. Let the player collect glowing gold pickups by pressing INTERACT nearby; each gives increasing cash values starting at $35. Interacting near a nearby player car enters it, hides the player character and changes the bottom controls to driving controls; interacting while in the car exits back to foot movement. Include local SAVE behavior using a named save slot and a MAP button that displays the route text “Blue Warehouse → Garage → Market.” Build the HUD as a dark translucent, rounded, blue-outlined overlay suited to a mobile portrait layout. At top left show “STREETLIGHT DISTRICT,” money, a green-to-yellow HP bar, and “HP 100 · AMMO 12.” At top right show “ACTIVE OBJECTIVE,” the current title and description, plus five yellow wanted stars that fill according to wanted level. At center show a subtle crosshair; show a small gold interaction prompt near the bottom center when close to Nia, the warehouse, a vehicle, or a pickup; show temporary rounded notification banners near the top. Along the bottom place a hint panel reading “Left stick / WASD to move · drag to look · tap ACTION to interact” and six rounded buttons in a 3-column grid: ATTACK, INTERACT, JUMP, SPRINT, MAP, SAVE. When in a car, replace these with driving buttons: left arrow, GAS, right arrow, BRAKE, EXIT, HORN. Use a dark navy/blue-green overall interface, white bold labels, pale blue borders, gold mission/wanted accents, and responsive sizing for narrow screens. Add a subtle dynamic daylight cycle with moving sun intensity and slight fog/background color variation, but keep the game readable and stylized rather than photorealistic.

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