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Arcade › KAPIL CITY 3D

KAPIL CITY 3D

  • 3d
  • driving
  • open-world
  • low-poly
  • mobile
  • arcade
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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. Kapil built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about KAPIL CITY 3D yet. Play it, then tell Kapil what you would add next.

Make your own game

KAPIL CITY 3D was built by Kapil 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 KAPIL CITY 3D 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 KAPIL CITY 3D

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 low-poly 3D driving game titled “KAPIL CITY 3D.” Use a full-screen Three.js-style WebGL scene with a blue sky, distance fog, soft shadows, and a third-person chase camera positioned behind and above the player vehicle. The game should open on a polished dark navy overlay menu centered in the viewport: large gold “KAPIL CITY” logo with a darker offset shadow, subtitle “3D OPEN-WORLD DRIVE,” an orange-to-gold PLAY button, dark blue SETTINGS and EXIT buttons, and the note “Low-poly browser edition • optimized for mobile.” Use rounded panels, subtle borders, and a dark translucent/blurred overlay over the scene.

Menu flow: PLAY opens a map and vehicle selection screen. Allow two map choices: “INDIAN VILLAGE” with the small description “fields • lanes • shops,” and “MODERN CITY” with “avenues • towers • traffic.” Allow four vehicles: CAR, BIKE, BUS, and TRUCK. Start with Indian Village and Car selected, visually marking selected choices with a gold border and darker gold-tinted background. Include START DRIVING and BACK buttons. SETTINGS opens a graphics preset screen with LOW 30 FPS selected and MEDIUM as the other choice, plus BACK. EXIT displays a goodbye alert/message rather than implementing a complex exit system.

Build two selectable open-world layouts on a large square ground plane. The village uses green grass-colored ground, brownish roads, scattered low-poly suburban/commercial buildings, large trees, and simple orange huts with dark reddish cylindrical roofs. The city uses gray ground and dark gray roads with larger buildings and trees. Both layouts have a wide north-south main road crossing a wide east-west road, with repeated short yellow lane markings down the roads. Place rows of imported low-poly building and tree models around the road edges, using a stylized Kenney-like low-poly aesthetic. Include seven simple colored traffic cars (red, blue, and green) traveling continuously along the main road in both directions; they wrap from one end of the world to the other and rotate to face their travel direction. There are no collision, damage, mission, weapon, or scoring systems.

At game start, place the player around the end of the main road and show a vehicle in the world. The selectable vehicles should have these visible forms and colors: Car is a red sedan-style vehicle (use an imported low-poly sedan model if available); Bike is a compact turquoise two-wheeler with a seat and handlebar; Bus is a yellow/gold broad rectangular vehicle with a cabin; Truck is a blue rectangular vehicle with a cabin. For the primitive vehicles, add simple box bodies, dark cabins where appropriate, and four dark cylindrical wheels for car/bus/truck. Keep the player vehicle moving freely over the open ground with no road-bound collision limits, only clamp its position within the world edges.

Driving rules: support keyboard WASD and arrow keys, plus touch controls for mobile. Show translucent circular touch buttons along the bottom: left and right steering arrows on the left, BRAKE and a larger orange GAS button on the right. Display a small control hint reading “WASD / ARROWS • Shift TURBO • touch buttons on mobile.” Up/W accelerates, Down/S brakes/reverses, Left/A and Right/D steer, and Shift temporarily raises the maximum speed as turbo. Apply acceleration, braking, drag, steering based on current speed, and allow forward and limited reverse speed. The vehicle rotates in its heading and moves in the heading direction. Add a PAUSE button that toggles to RESUME and freezes driving updates.

Use a smooth chase camera that follows behind the player, looks toward a point above the vehicle, and interpolates rather than snapping. Add a HUD top bar during driving: a left pill reading “KAPIL CITY 3D • INDIAN VILLAGE” or “KAPIL CITY 3D • MODERN CITY,” a TIME pill showing DAY or NIGHT, and the PAUSE button. Implement a continuous day/night cycle by changing sunlight intensity, hemisphere light intensity, sky background color, and fog color; label the state DAY when bright and NIGHT when dark. Light the scene with a warm directional sun, cool hemisphere/fill lighting, and shadows on buildings, trees, vehicles, and ground. Keep the presentation optimized for mobile with capped pixel ratio and a low-poly visual style.

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