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Mudline Rally

  • 3d
  • racing
  • arcade
  • rally
  • low-poly
  • endless-run
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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. John Robin Ignacio built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mudline Rally yet. Play it, then tell John Robin Ignacio what you would add next.

Make your own game

Mudline Rally was built by John Robin Ignacio 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 Mudline Rally 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 Mudline Rally

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 arcade rally game titled “Mudline Rally.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera behind and slightly above the car. The scene is a stylized low-poly muddy hill country course: a large brown, uneven terrain surface extending forward, with greenish grass/earth tones in the environment, fog, soft shadows, and warm directional sunlight. Build the terrain from a subdivided plane whose height varies with smooth sine/cosine waves, creating rolling hills. The course is a wide dark-brown mud track/ribbon about 10 units wide that winds forward for roughly 150 world units according to a gentle sinusoidal path; make it from short overlapping rectangular track segments following the curve and conforming to the hills. Place scattered dark puddles just off either side of the track and small faceted gray rocks along both sides as visual texture. Add three visible long racing jump ramps positioned on the course around distances 28, 72, and 116; they should be aligned with the track and use a simple low-poly racing-ramp appearance.

The player vehicle is a small stylized rally/race car, initially red if the detailed race-car model is unavailable, positioned on the track near the start. Keep the car centered around the track’s current height, cast shadows, and use a slight body tilt while steering and nose pitch while airborne. The camera continuously follows from behind: approximately 10.5 units behind and 5 units above the vehicle, looking toward a point just ahead and above it, with smooth interpolation and a mild lateral camera response to steering. Use a 55-degree perspective camera, atmospheric fog, anti-aliasing, shadows, and a muted earthy palette (dark brown mud, green-gray surroundings, gray rocks, warm sunlight).

Implement a single forward rally run. Keyboard controls: Arrow keys or WASD; Up/W accelerates, Down/S applies reverse/braking influence, Left/A and Right/D steer laterally, and Space activates boost. Also provide touch-friendly on-screen controls: left and right arrow buttons, a BOOST button, and an up-arrow button; hold buttons to keep inputs active. The car has continuous forward motion with a speed value clamped roughly between 0.15 and 2.25, acceleration affected by throttle and boost, and boost adds extra acceleration while Space is held. Steering moves the car sideways, while forward travel advances down the course. If the car strays more than about 6.1 units from the track centerline, gradually reduce speed, reinforcing the instruction to stay on the mud.

At each ramp, if the car reaches it while traveling faster than about 1.0 speed units, launch it upward with an initial vertical velocity based on speed. Apply gravity, track airborne state, and land it back on the hilly surface; show an “AIRTIME” status while in the air. The race ends when the car passes approximately 148 world units. On completion stop the simulation and change the top-center banner to “FINISH — MUDLINE CHAMPION”; show a “RESTART RUN” button that resets position, speed, jump state, elapsed time, and finish state. The restart button should be hidden during a run and shown only after finishing.

Overlay a fixed HUD over the 3D scene. Top-left: bold title “MUDLINE RALLY”; beneath it show “DISTANCE” as a percentage based on progress (cap at 100%) and “SPEED” in km/h calculated from the internal speed, plus “AIRTIME” in a warm yellow color only while airborne. Top-center: a rounded dark reddish banner with a thin tan border reading “STAGE 01 — HILL COUNTRY,” changing to the finish message at the end. Top-right: two lines reading “WASD / ARROWS • SPACE BOOST” and “Stay on the mud. Hit the jumps.” Use white/cream text with subtle dark text shadow. Place translucent rounded touch controls at the lower left and lower right; on desktop make them somewhat faded but keep them visible. Render the game full-screen with a very dark green page background, responsive resizing, and no scrolling.

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