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Arcade › Highway Rush

Highway Rush

  • 3d
  • arcade
  • driving
  • endless
  • low-poly
  • traffic-dodge
0
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1 play

About Highway Rush

doge cars and get a hi scor

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Berg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Highway Rush yet. Play it, then tell James Berg what you would add next.

Make your own game

Highway Rush was built by James Berg 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 Highway Rush 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 Highway Rush

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 playable browser game titled “Highway Rush,” a clean low-poly 3D endless highway arcade game. The player drives a blocky red sports car viewed from a third-person chase camera behind and above the car, looking forward down the road. Keep the camera perspective wide enough to show the full three-lane roadway, roadside barriers, grass, trees, and distant fog. The camera should subtly follow the player’s horizontal movement and rise slightly with speed; the car should lean/tilt while steering.

Scene and visuals: use a bright daytime sky colored pale blue with matching distance fog, strong readable sunlight and soft shadows, and a large flat green grass ground plane. Build a straight dark charcoal/black asphalt road about 14 units wide, with broad gray shoulders on both sides. Place repeating small white rectangular lane-marker stripes down the road, and repeating chunky white/light-gray rectangular barrier blocks along both road edges. Populate both sides with evenly spaced low-poly trees: brown trunks and simple green geometric foliage, preferably using the visible Quaternius Cube World Tree_1.glb asset with a simple geometric fallback if unavailable. Use low-poly box-based modeling, clean materials, ambient hemisphere lighting, directional sunlight, and shadows.

Player: make a red sports car from simple 3D primitives. It has a wide red rectangular body, a pale translucent light-blue/gray cabin, a lighter red hood, darker red rear section, four black cylindrical wheels with small gray hubs, and small bright headlights and red taillights. Put it near the bottom/foreground of the road, initially centered in the middle lane. The car can move horizontally only, clamped within the road; smooth steering acceleration/damping should make it slide toward the left or right. Support three lane positions centered around x=-4.4, 0, and 4.4, but allow continuous horizontal movement between them. Left/right steering also produces a slight body roll and yaw.

Core loop and goal: the road and its lane stripes, barriers, and trees scroll toward the camera to create the sensation of driving forward on an endless highway. Spawn colorful simple traffic cars far ahead on a random one of the three lanes. Traffic cars are smaller boxy cars with randomly varied bright colors, pale roofs/windows, and black wheels. They move toward the player relative to the scrolling road, at the player’s current speed plus a small random bonus, and are removed after passing behind the camera. Avoid collisions by steering around traffic and use braking when lanes are crowded. Collision between the player and any traffic car ends the run immediately. While alive, score increases continuously in proportion to current speed; holding gas increases speed toward a maximum, while releasing it settles toward a lower cruising speed. Holding brake sharply reduces speed but does not stop the car completely. Start around 18 internal speed units, allow a maximum around 42, and display speed converted to mph by multiplying by about 4.2. Increase difficulty over time by reducing the traffic spawn interval from about 1.3 seconds toward a minimum of about 0.58 seconds as score rises. Avoid spawning another vehicle too close to an existing vehicle in the same lane.

Controls: on desktop, Arrow Left/Right or A/D steer, Arrow Up or W accelerates, and Arrow Down or S brakes. On touch/mobile, show four large dark translucent rounded buttons at the bottom: left and right arrow buttons on the lower left, and labeled BRAKE and GAS buttons on the lower right. Buttons should visibly brighten when held and support press-and-hold. Also allow R to restart after a crash.

HUD/UI: overlay the 3D scene with three dark translucent rounded cards across the top labeled SPEED, SCORE, and BEST. Show speed as “number mph,” score as an integer, and best as an integer. Center a pill-shaped instruction banner below the cards reading “Arrow keys or WASD to steer — hold up to accelerate, down to brake.” When a collision occurs, stop the car and gameplay, show a dark translucent full-screen overlay with a centered panel titled “Crashed,” explanatory text “Dodge traffic, build speed, and beat your best run.” and a bright cyan/blue rounded “Restart run” button. Restart resets the score, speed, player position, road/decorations, traffic, and overlay. Persist the best score in localStorage so it survives page reloads and updates when a run ends. Match the screenshot’s polished dark glass HUD, cyan accent button, bright low-poly landscape, and readable arcade presentation.

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