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Neighborhood Beat

  • 3d
  • third-person
  • exploration
  • cozy
  • mission
  • low-poly
  • basketball
  • browser
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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. Edward Whitlock built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neighborhood Beat yet. Play it, then tell Edward Whitlock what you would add next.

Make your own game

Neighborhood Beat was built by Edward Whitlock 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 Neighborhood Beat 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 Neighborhood Beat

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 3D third-person neighborhood exploration game titled “Neighborhood Beat” (page title can be “Davenport: Neighborhood Beat”). Use Three.js or an equivalent real-time 3D engine with a low-poly Kenney-like aesthetic, soft shadows, bright daylight, blue-gray sky, and light atmospheric fog. The playable character is Officer Davenport, a stylized male low-poly character in patrol blues, starting beside the Southside Condo District at approximately (-17, 0, -8). Keep the camera in an over-the-shoulder/third-person follow view, with a perspective camera that follows and looks toward the player from several meters away and somewhat above. The player should walk with WASD or arrow keys, run while holding Shift, and jump with Space. Also support the same actions with large touch-friendly on-screen buttons: “E · Interact”, “Q · Dribble”, “F · Shoot”, and “M · Mission”.

Build a compact neighborhood on a large grassy ground plane. Lay out a broad east-west asphalt main street around z=5 and a north-south side street around x=-9. Include a green park lawn toward the north/east, a narrow sidewalk/walkway, and a pale concrete basketball court around x=11,z=-10 with simple white court markings. Place two basketball hoops, one near the west/south side of the court and one near the opposite side, each with a blue pole, white rectangular backboard, orange rim, and a simple white wireframe net. Add a small arcade/basketball-game prop near the court. Populate the park with several stylized trees and three low-poly neighboring NPC characters standing around the court/park. NPCs may use simple idle animation.

Surround the streets with blocky buildings and readable signs: a large dark red brick condo block on the west/north side with a concrete roof and “CONDO 18” sign; a blue “DAVENPORT GYM” building on the east/north side; an orange “THREADS” clothing store on the east/south side; and a cyan/neon-accented “MARKET” corner shop on the west/south side. Add glowing/simple shop windows and use boxy low-poly building details. The overall palette should include grass green, charcoal asphalt, warm gray sidewalk/concrete, brick red, blue, orange, white, and cyan neon accents. Use directional warm sunlight, hemisphere fill light, cast/receive shadows, and fog fading distant scenery.

The core loop is a small patrol mission with exploration and proximity-based interactions. Show a top HUD overlay with a dark translucent rounded card on the upper left reading “OFFICER DAVENPORT” and “Southside Condo District”, and a matching upper-right mission card. Start with the mission text “Mission: Wake up and check the neighborhood.” The mission sequence text is: “Mission: Wake up and check the neighborhood.”, then “Mission: Meet your partner at Davenport Gym.”, then “Mission: Hit the court and take 3 shots.”, then “Mission: Try on a fresh fit at THREADS.”, and finally “Mission complete: Neighborhood beat unlocked.” Interacting near the gym (within roughly 5 world units) advances the mission at least to the court step and displays a partner briefing toast: “Partner: Court first, then check the clothing shop.” Interacting near the clothing store advances the mission to the clothing/completion stage, changes the outfit HUD value to “street fit”, subtracts $35 cash (not below zero), and displays “New fit equipped — $35.” Interacting near the market gives the officer 
0 and displays “The market owner tips you
0 for helping out.” Interacting near the court unlocks/shows “Court unlocked. Press F to shoot.” If there is no nearby usable location, display “Nothing to interact with here.” At the court, Q toggles dribbling only when within roughly 8 units: update the player animation/state between holding/dribbling and idle, and show a toast “Ball in hand — step into the key.” or “Ball tucked away.” F shoots only when near the court: increment total shots, randomly determine a make with approximately 62% success, increment made shots on success, and show “Nothing but net.” or “Off the rim.” After at least three shots, advance the mission to the court-completed step. Track the officer’s starting cash as
20, outfit as “patrol blues”, shots made/attempted, dribbling state, and last action. The M key/button advances the mission manually by one step up to completion and shows “New lead added to your notebook.” or, at completion, “Neighborhood beat complete.” This is a lightweight prototype: do not add combat, weapons, vehicles, health, enemies, inventory systems, or other mechanics not described. At the bottom center, show a dark translucent status card with bold text in the format “Cash
20 • Outfit: patrol blues • Shots 0/0”, updating live as cash, outfit, and basketball attempts change. Under or around it place the four pill-shaped navy action buttons, wrapping on narrow mobile screens and moving toward the lower-right on wide screens. Show short-lived dark toast notifications near the top center for interaction results. Preserve a clean unobstructed 3D view, responsive resizing, touch support, readable white typography, rounded cards, subtle borders/shadows, and dark navy controls. Character movement should drive idle/walk/run animation, with smooth animation transitions and a simple third-person camera that keeps Officer Davenport centered while exploring the neighborhood.

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