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Neon Delivery

  • 3d
  • driving
  • delivery
  • arcade
  • neon
  • open-city
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. eymenselvibass built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Delivery yet. Play it, then tell eymenselvibass what you would add next.

Make your own game

Neon Delivery was built by eymenselvibass 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 Neon Delivery 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 Neon Delivery

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 playable 3D third-person driving game titled “Neon Delivery.” Use a dark futuristic neon-city presentation with a fixed HUD layered over a Three.js-style 3D scene. The camera is a smooth chase camera behind and above a small sports sedan courier car, looking forward over the vehicle; while in the garage, keep the car on a marked display pad and gently rotate it. The world is a bounded approximately 136×136 city area with a dark asphalt ground, a regular grid of broad roads, bright cyan lane/road-edge glow lines, concrete curbs, sidewalks, fog, and nighttime blue lighting. Populate it with varied procedural box-shaped buildings and towers featuring cyan or pink emissive horizontal window bands, roof caps, and district signage. Include recognizable city districts and landmarks visible in the code: a central plaza with a tall cylindrical energy tower and glowing core, north residential apartment blocks, west old-city shops with fire-escape bars, east industrial warehouses and cargo containers connected by a cargo bridge, a south shopping complex and parking garage, a northwest highway overpass with pillars and glowing rails, and a southeast port with blue water, quay, warehouses, and neon cranes. Add street lamps and traffic signals, plus ten simple moving traffic vehicles on the road grid. Use a glossy imported sports-sedan model if available, otherwise a compact neon-accented sports car approximation.

The main loop is contract-based delivery driving. Start in a “GARAGE // MISSION SELECTION” state with the courier car at the garage pad, a Dispatch Board in the lower-left, and a selected contract. The initial saved state should show about 
,400 credits and a city-time readout. Provide ten sequential contracts, cycling after completion: Aster Sprint (Residential North to Harbor West, 110-second deadline,
,150 reward), Market Run (Port East to South Commercial, 105 seconds, $900), Civic Priority (Old City West to Civic Loop, 115 seconds,
,400), Night Shift (Residential North to Central District, 110 seconds,
,250), Fragile Lab Drop (Industrial East to Harbor West, 120 seconds,
,750), Long Haul (Port Southeast to Highway Northwest, 145 seconds,
,100), Crossline Urgent (Highway Northwest to Civic Loop, 130 seconds,
,900), Residential Care (North Apartments to Old City, 115 seconds,
,300), Industrial Relay (Industrial East to Port East, 125 seconds,
,200), and Skybridge Express (Harbor West to Central District, 135 seconds,
,400). The garage card displays the mission name, route description, deadline, reward, a START MISSION button, and a RAIN: OFF/ON toggle. When a mission starts, reset the car at the garage, set the countdown to that contract’s deadline, and show a glowing colored pickup marker plus a simple right-angle GPS route line along the roads. Change the centered objective to “PICKUP // [mission]” with seconds remaining and distance to marker. The player must drive into the pickup ring (within roughly four world units) to load the package; then change the objective to “DELIVER // [mission],” move the marker/route to the destination, and require the player to reach it before the timer expires. On arrival show a modal “DELIVERY COMPLETE” result card with time remaining, distance, driving score, package condition, base reward, speed bonus, and total money, plus NEXT MISSION and RETURN TO GARAGE buttons. Award the base reward, a speed bonus based on remaining time, and a driving score reduced by collisions; save money, score, and mission progression in local storage. If the deadline expires, show a “MISSION FAILED” modal explaining that the delivery window expired, with RETRY and RETURN TO GARAGE. Driving controls should match the visible hint: WASD or arrow keys drive, W/up accelerates, S/down brakes/reverses, A/D or left/right steer, and Space is a handbrake that increases turning response and braking drag. Clamp vehicle speed between approximately -9 and 34, use smooth steering, and keep the car inside the world bounds. Colliding with moving traffic or buildings should bounce/slow the vehicle and increase package damage. Display “100% SECURE” when damage remains below one, otherwise “INSPECTED.” Traffic cars should circulate around the map and wrap at the boundaries. Escape pauses during an active delivery and a paused centered objective says “PAUSED / Press ESC to resume”; M toggles the minimap. Include the visible mobile touch controls on small screens (left, throttle, brake, right), even if keyboard controls are the primary interaction. HUD styling: nearly black/navy background with cyan-blue and magenta accents, translucent glass panels, thin glowing cyan borders, rounded corners, soft shadows, and bold condensed/squared sans-serif typography. At the top-left show “NEON DELIVERY” and the subtitle “DELIVER FAST. DRIVE SMART. OWN THE CITY.” At the top-right show a rounded pill with CREDITS and CITY TIME. During missions, show the centered objective. Put a 150px-ish minimap in the lower-right with a dark background, cyan road grid, cyan route line, white player dot, and colored destination dot. Put the keyboard hint in a small pill at the bottom center: “WASD drive · SPACE handbrake · M map · ESC pause.” Hide the dispatch panel while driving, and restore it in the garage. Rain is an optional visual toggle: when ON, render hundreds of falling blue-white rain particles over the city and label the button “RAIN: ON”; when OFF, hide them. Use a dark blue foggy nighttime palette, emissive cyan and pink lighting, reflective glass/metal materials, soft shadows, and a cinematic neon arcade-delivery atmosphere.

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