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Kebab Truck

  • 3d
  • first-person
  • cooking
  • restaurant
  • time-management
  • 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. wojbjm0604 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Kebab Truck was built by wojbjm0604 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 Kebab Truck 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 Kebab Truck

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.

Recreate a first-person 3D food-truck serving game titled “Kebab Truck.” The player stands inside a small kebab truck/prep station and looks around with mouse pointer-lock controls; clicking the canvas first locks the mouse. Use a Three.js-like low-poly, colorful asset-based style with a simple outdoor city backdrop: green ground, a dark road in front of the truck, foggy blue-sky lighting, and a few large commercial skyscraper/building forms in the distance. The truck is positioned behind/in front of the player with dark gray side walls, a wooden prep counter, a plate, ingredient models, a rotating doner spit, and a cash register. Keep the player camera at about eye level (y 1.6), allow limited first-person movement only within the truck interior (x approximately -1.4 to 1.4 and z approximately -2.1 to -0.3), and use soft hemisphere plus warm directional shadows.

Core loop: customers are simple low-poly pedestrians made from primitives (blue cylindrical body, peach spherical head, blue arms, dark legs). They spawn down the road at z=18 and walk toward the truck/front counter at about 2.8 units per second, with a slight side-to-side sway. Up to three customers can be active, each with roughly 28 seconds of patience; a customer is removed if they reach the service area or patience expires. The first/front customer supplies the active order. When close enough, show a white rounded speech bubble over the customer containing the requested dish name.

Randomly select orders from exactly these recipes: Doner Wrap requires bread, tomato, meat, and sauce and pays $8.50; Kebab Plate requires bread, meat, sauce, and lettuce and pays $9.00; Tomato Wrap requires bread, tomato, lettuce, and sauce and pays $7.50. The ingredient stations on the counter are tomato, bread, lettuce, ketchup, and mustard; both ketchup and mustard count as the single ingredient type “sauce.” A doner spit with a horizontal bar and five meat pieces continuously rotates. Clicking an ingredient adds its ingredient type to the plate; clicking the spit adds meat. Do not add duplicates to the plate. Show the assembled ingredients as small visual models stacked over the plate, and list them in the order panel. Clicking the plate itself does not add anything. Briefly scale clicked ingredients/spit for visual feedback.

Serving is possible by clicking the prominent SERVE ORDER button in the order panel or pressing Space (also allow E as a quick serve). A correct order requires every listed ingredient and allows no missing required ingredient; on success award the order price to cash, add 12 points, increment served count, advance the day progress toward 100% after 12 served customers, remove the front customer, clear the plate, and make the cash-register collection panel appear with the sale total and a COLLECT PAYMENT button. Clicking COLLECT PAYMENT only closes the register panel because the cash is already awarded. On an incorrect serve, subtract 5 points (not below zero), clear the plate, and leave the customer waiting. If a customer times out/reaches the service area, remove them and subtract 8 points when it is the front customer.

HUD must closely match the shown flat arcade interface. Place a full-width orange-to-red gradient top bar with bold white, black-shadowed text showing “FRIDAY” and a live time beginning around 12:00/12:34. In the middle, include a dark rounded progress capsule with a white border and yellow fill representing day progress. On the right show boxed currency counters beginning at “
20” and “★ 45.” Below at upper left, show a dark nearly black order card with a thick yellow border and shadow: “ORDER: [dish name]”, a gray line reading “Plate: empty” or the current comma-separated plate contents, and a wide yellow SERVE ORDER button with dark bold text. Use large, readable responsive UI. At the bottom, show a dark translucent instruction strip reading approximately “CLICK to lock mouse • Click ingredients • Click plate or spit • SPACE to serve.” When a sale is active, show a dark cash register panel at bottom-right with yellow border, green monospace total, and a green COLLECT PAYMENT button. Advance the displayed clock continuously from the starting Friday midday time; the implementation may tick game minutes rapidly, and reset the served/progress/time state when reaching 20:00. Spawn an initial customer shortly after startup and continue spawning customers periodically (about every 6.5 seconds, faster after a successful serve). Use the supplied 3D-style food/truck/restaurant assets where available, with primitive colored fallback geometry if an asset fails. The overall presentation should be a playable first-person kebab-preparation and queue-management game, not a menu or slideshow.

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