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Metro Drift

  • 3d
  • driving
  • delivery
  • open-world
  • arcade
  • city
  • missions
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. Roman Blessing built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Metro Drift yet. Play it, then tell Roman Blessing what you would add next.

Make your own game

Metro Drift was built by Roman Blessing 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 Metro Drift 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 Metro Drift

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 3D driving game titled “Metro Drift.” Make it an original open-city driving and delivery slice, with no copyrighted GTA branding, characters, maps, or assets. Use a large square 620×620 city world viewed from a smooth third-person chase camera behind and slightly above the player car. The camera should follow the car with a soft lag, sit roughly 18–29 world units behind it depending on speed, rise from about 9–14 units at speed, and look ahead of the car. Use a blue-gray sky/background with exponential fog, golden-hour directional sunlight, soft shadows, cool blue rim lighting, ACES-like tone mapping, and a dark stylized low-poly city aesthetic.

Build the world as a regular urban grid: dark charcoal roads crossing the map in north-south and east-west lines every 56 units, each about 15 units wide, with thin yellow lane markings near the road edges/center area. Surround roads with muted dark green ground and many procedural rectangular buildings. Populate approximately 520 buildings at varied positions, widths, depths, and heights, avoiding roads; use dark blue-gray materials, flat box geometry, slightly oversized dark roofs, and fog/culling at distance. Add a level-of-detail system: nearby buildings can be replaced by higher-detail generic commercial/skyscraper-style models, farther visible buildings use procedural boxes, and buildings more than roughly 430 units from the player are hidden. Display the active near/far LOD counts in the HUD because this is part of the visible prototype interface.

The player drives a red sports sedan. Provide a generic sports-sedan model if available, with a custom fallback consisting of a red rectangular body, dark cabin, and four black wheels. Start at approximately world position (-252, -252), with the car heading along the grid. Implement simple arcade driving physics: W/up accelerates forward strongly, S/down drives/reverses, A/left and D/right steer, speed clamps around -34 to 72, coasts down when no pedal is pressed, and steering becomes stronger at higher speed. Space applies a handbrake that increases deceleration and causes a subtle car body tilt. Keep the player within the ±310 world boundary and slightly reduce speed off roads. Track speed, money, heat, health, and whether the player carries a package; heat rises slightly only at high speed and is capped at 5. There are no traffic cars, police, combat, collisions, garages, upgrades, or game-over systems in this build.

Create a three-step sequential delivery mission chain with floating, glowing 3D cone markers and a rotating ground ring. The first mission is “First Job”: drive to a blue pickup at approximately (-196, -84), then deliver to a gold drop-off at approximately (196, 140), rewarding $650. The second is “Fast Delivery”: pickup at (84, 252), then deliver at (-252, 84), rewarding $900 and starting a 90-second countdown after pickup. The third is “Lose The Heat”: pickup at (252, -196), then deliver at (-84, -252), rewarding 
200 and reducing heat on completion, with a 120-second countdown after pickup. Begin each mission in pickup state; later missions unlock when the preceding delivery is completed. Automatically trigger pickup/drop-off when the car comes within about 12 units, and also support E to interact within about 14 units. On pickup, set hasPackage true, switch the active marker from blue to gold, and start the timer for timed jobs. On successful delivery, add the reward, lower heat by 1 without going below zero, clear the package, advance to the next mission, and play a short confirmation sound. If a timed delivery expires, reset it to pickup, clear the package, and increase heat by 1. After all three jobs, show “City Clear” and let the player cruise freely. Add around 22 animated blocky pedestrian NPCs using generic CC0-style character models. Place them along sidewalks beside grid roads, animate a walk or idle clip, and move them back and forth along sidewalk paths; they are scenery and do not interact with the car or missions. Use generic procedural/imported city and character assets only. Create a clean overlay HUD matching the game’s visual style: translucent dark blue-black glass panels with rounded corners, white text, subtle shadows, and a gold uppercase mission title. At the top-left show the current mission title and descriptive text, including whether to reach the blue pickup or deliver to the gold drop-off and any remaining timer in seconds. At the top-right show money as “$0” initially, “Heat 0” initially, and “LOD near/far” counts. At the lower-right show a circular minimap with a dark background, the same straight city-grid lines, a cyan dot for the current pickup or gold dot for the current drop-off, and a red triangular player icon rotated to match the car heading. At the bottom center show the hint “WASD / arrows drive • Space handbrake • E interact.” On touch devices, show translucent on-screen controls: left/right steering buttons at lower-left and vertically stacked accelerate, handbrake, and reverse buttons at lower-right. Buttons should highlight yellow while held. Make the layout responsive and keep the 3D canvas full-screen behind the HUD. Include a subtle short impact/click sound on interaction, with browser-safe audio fallback behavior. Support keyboard controls W/A/S/D and arrow keys, Space for handbrake, E for interaction, and press-and-hold pointer/touch controls on mobile. Continuously update driving, camera, pedestrians, mission timers, animated markers, minimap, HUD, building LOD, and rendering every frame. Expose optional game-state functions equivalent to getGameState and setGameState so an external game harness can inspect or patch player position, heading, speed, health, money, heat, package state, current mission, timer, LOD counts, NPC count, and whether the car asset has loaded.

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