Arcade › Island Route
Click the game above and it runs right here in your browser. No download, no installer, no account needed. withanage niwisara built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Island Route yet. Play it, then tell withanage niwisara what you would add next.
Island Route was built by withanage niwisara 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 Island Route 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.
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 3D driving game titled “Island Route,” set on Sri Lanka’s Route 138. Use a Three.js-style low-poly scene with a bright pale-blue sky, atmospheric fog, strong warm sunlight and soft shadows. The camera follows a red-and-blue public bus on a long straight two-lane road through green tropical terrain. Provide two camera views: a raised third-person chase view offset behind and to the right of the bus, and a closer low view near the bus’s rear/side; toggle between them with C or a CAM button. The player drives a stylized Sri Lankan public bus. Model it as a chunky rectangular red bus with a dark-blue lower section, a thin yellow stripe, dark glass side windows in repeated rows, a front windshield, black wheels, simple brown interior seats, and a yellow passenger door on the bus’s left side. The bus starts at Colombo Terminal near the beginning of the road. Driving is forward along the road’s negative-Z direction: W or Up accelerates, S or Down brakes and can reverse, and A/D or Left/Right steers horizontally. Limit steering to the paved road. The bus should coast to a stop when throttle is released, consume fuel while moving, and take damage gradually if it drives onto the road edge/grass. Cap the normal speed around 14 world units per second (display roughly 50 km/h), reduce the maximum speed when damage is severe, and allow reverse to about 5 units per second. Build a long dark asphalt road, approximately 15 units wide and 330 units long, bordered by green grass/ground. Add dashed pale-yellow center markings and segmented yellow edge lines. Place yellow-marked stop bays on the right side at Kaduwela, Malabe, and Homagama, with small dark posts and yellow sign boards. Populate the scenery with low-poly coconut palms, colorful simple village/shop buildings with red or yellow walls and roofs/signs, distant faceted green hills, and a gray bridge with white railings around the later part of the route. Include several simple traffic vehicles (alternating vans and trucks) in opposing/nearby lanes that move along the road and recycle back to the far end when they pass the player. Implement the route and passenger objective. The stop sequence is Colombo Terminal, Kaduwela, Malabe, then Homagama, over a route length of about 230 units. Start with Rs 250, 100% fuel, 0% damage, and 0 passengers. At a marked stop, the bus must be nearly stopped, close to the road/bay, and have the passenger doors open. Press O or the on-screen DOORS button to rotate/open the yellow door; closing it should be a separate toggle. At Kaduwela, spawn/animate four waiting low-poly passengers walking from the right-side stop toward the bus entrance; once they reach the door they disappear into the bus, increment the passenger count, and pay Rs 45 each. At Malabe, let up to two passengers get off, then have up to three new waiting passengers walk to the entrance and pay Rs 60 each. At Homagama, passengers get off and the route completes, awarding the current passenger fares at the final stop; show a completion message. Cap the passenger display at 18 even though the visible stop groups are small. Passengers should be simple figures with colored shirts, brown skin tones, spherical heads, and animated walking legs. Add a refueling station area near the end of the route around the Homagama approach. When the bus is stopped, close to the station, and the player presses F, charge Rs 40 and restore 45 fuel points, up to 100%. If fuel reaches zero, stop the bus and tell the player to reach the station. Damage should rise when the bus leaves the paved area and slowly recover while it stays safely on the road. Include toggles for headlights with L, visibly showing or hiding two warm headlight lamps, and a horn action on H (a brief horn feedback is sufficient). Support keyboard and touch controls: on-screen left, up, down and right arrow buttons, plus DOORS and CAM buttons. Create a polished dark translucent HUD over the 3D view. At the top show SPEED in km/h, FUEL as a percentage, MONEY as Rs, PASSENGERS as a count out of 18, and DAMAGE as a percentage; use yellow for the money accent and warning red when fuel is low or damage exceeds half. On the left below the top bar show “ISLAND ROUTE 138,” the current stop, the next stop, and a yellow horizontal route-progress bar. At the bottom center show contextual rounded hint messages such as driving on the left, stopping in yellow bays, opening doors, passengers walking to the entrance, refueling, or route completion. Start with a full-screen dark blue translucent menu card with rounded corners: label “SRI LANKA • ROUTE 138,” large title “Island Route,” description “Drive a public bus from Colombo through Kaduwela, Malabe and Homagama. Pick up passengers, earn fares, refuel and keep the route moving.”, a yellow PLAY ROUTE button and a CONTROLS button that reveals the control text. Keep the overall visual style clean, modern, colorful low-poly 3D with a mobile-friendly responsive HUD and touch buttons.