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Imgur City

  • 3d
  • exploration
  • city
  • low-poly
  • third-person
  • sandbox
0
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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. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Imgur City yet. Play it, then tell nathan inwoba what you would add next.

Make your own game

Imgur City was built by nathan inwoba 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 Imgur City 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 Imgur City

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-playable Three.js-style low-poly 3D exploration game titled “Imgur City.” Use a bright blue sky, light atmospheric fog, soft hemisphere lighting plus strong directional sunlight and cast shadows. The camera is a third-person chase camera behind and slightly above a human player, looking toward the player’s upper body. The player is an animated casual male pedestrian, not a vehicle: start at approximately (0, 0, 8), facing toward negative Z, with idle and walking animations. Movement is deliberately vehicle-like but controls a person: W/Arrow Up accelerates forward, S/Arrow Down moves backward/brakes, A/Arrow Left and D/Arrow Right turn left/right. Clamp movement to the world bounds, prevent walking through buildings and airport props using simple box colliders, and reverse/dampen speed when colliding. Allow speeds from -4 to 8, with acceleration/braking and friction when no key is pressed. Track total distance traveled.

Build one large flat green city island with a dark asphalt road grid. Main roads run north/south around x = -48,-24,0,24,48 and east/west around z = -48,-24,0,24,48, with white segmented lane markings. Include a central asphalt plaza. Populate Downtown with a grid of tall, stylized Kenney-like commercial buildings: office blocks and skyscrapers in gray/blue tones, with building collision boxes. West of downtown, create a Homes District around x=-72 to -54 using repeated low-poly suburban houses, driveways, and colliders. North of the city, at z around 60, create a Central Park Crowd zone: a green rectangular park with a pale walkway and 96 visible pedestrians distributed around it, each slowly walking in small elliptical/circular routes. At the airport and apron, add 44 more pedestrians, for exactly 140 visible NPCs total. Use colorful fallback low-poly bodies (red, blue, and green clothing) and, where available, animated casual pedestrian models for the first group. NPCs continuously move and rotate toward their motion.

Create a large Mega Airport south/east of downtown. Add a wide dark runway around (62,-99), with a long central white stripe and repeated runway dashes, a large apron around (28,-66), a taxiway, airport entrance signage reading “IMGUR CITY INTERNATIONAL AIRPORT,” a control tower with shaft, blue glass observation windows, roof, mast, and a slowly spinning yellow radar bar, plus four simple rounded-roof hangars. Place several stylized planes on the apron/runway, including a passenger plane and cargo/runway aircraft, with collision boxes. Add a walkable airport terminal interior around x=18,z=-48: a large pale floor, glass roof, solid side/back walls, an open front entrance with pillars and header, dark ticket counters, and yellow benches. The player must be able to walk through the entrance and the HUD should identify this area as “Inside Airport Terminal.”

Run an airport rail system alongside and through the terminal. Outside, make a raised platform and two rails around x=83, with sleepers, and animate a subway/train model moving back and forth/looping along z approximately -97 to -27. Inside, create a long enclosed tunnel around z=-54 with dark floor/walls/roof, portals at both ends, rails and sleepers, and animate a second train looping along x approximately -22 to 70. The tunnel train should be visible from the walkable terminal/interior area. Add three moving traffic cars/taxis on city roads, looping along horizontal or vertical road paths, plus about twelve parked cars. Use low-poly Kenney-style car, building, train, house, and pedestrian assets if available, with simple colored primitive fallbacks if asset loading fails.

The world should use area detection based on player position: “Inside Airport Terminal” when inside the terminal rectangle; “Mega Airport + Tunnel Train” in the airport south area; “Homes District” west of x=-48; “Central Park Crowd” north of z=48; otherwise “Downtown.” Make a fixed white HUD over the scene: large bold “IMGUR CITY” in the upper-left; upper-right lines for Area, Walk speed, “NPCs visible: 140 / world sim: 50000000000000000000,” and “Distance: [meters] m.” Include a blue pill-shaped “✈ Go to airport” button below the title that resets controls and teleports the player to approximately (47,0,-35), facing the airport entrance, at zero speed. Include a translucent lower-left help panel stating: “Walk: WASD / Arrow Keys. Tap Go to airport to jump to the big terminal — walk through the open entrance to get inside and watch the tunnel train.” On touch/mobile screens, show four large circular on-screen controls: left, right, brake/minus, and gas/plus; bind them to the same turning and movement controls. Make the layout responsive and prevent page scrolling. Keep the style as an original playful low-poly city slice rather than a detailed or exact recreation of any existing game.

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