Appearance
Arcade › Pickup Patrol
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lance Druckemiller built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pickup Patrol yet. Play it, then tell Lance Druckemiller what you would add next.
Pickup Patrol was built by Lance Druckemiller 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 Pickup Patrol 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.
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 Three.js third-person driving game titled “Pickup Patrol.” Use a full-screen canvas with a smooth follow camera behind the currently active vehicle, looking toward the vehicle from a moderately elevated position. The default visual theme is “Sunny Suburb”: a bright sky-blue background with matching blue fog, strong soft sunlight and ambient lighting, a large dark charcoal road/playing area laid over a green ground plane, and chunky simple low-poly/block buildings around the outside. Add a ring of small cylindrical pylons around the road perimeter. Keep the style as clean, stylized, toy-like geometric 3D with soft shadows and no detailed textures. The player can drive one of two parked vehicles and switch between them: a white, boxy SUV labeled “Explorer,” and a red, slightly longer boxy pickup truck labeled “F-150.” Build each vehicle from simple primitives: a rectangular chassis, raised cabin, four black cylindrical wheels, and for the F-150 a distinct rear truck bed. Put a dark translucent floating rectangular label above each vehicle showing its name in white. The Explorer is slightly shorter and accelerates faster; the F-150 is longer, a little more stable, and accelerates slightly slower. Only the selected car responds to input; the other remains parked and gradually stops. Start the Explorer near (-25, -10) and the F-150 near (25, -10), with both facing forward. Implement arcade vehicle movement on the horizontal X/Z plane. WASD and arrow keys drive: W/up accelerates forward, S/down drives backward or acts as a brake while moving forward, and A/D or left/right steer. Space is a strong handbrake that rapidly stops the active car. Use smooth acceleration, drag, speed clamping, steering that scales with speed, soft world boundaries, and simple push-out collisions against buildings and pylons. Add R to reset the active car to its original safe spawn position and heading. Add C to toggle between Explorer and F-150, with a short debounce so it does not switch repeatedly while held. Mouse movement should only nudge the camera yaw and pitch slightly; it should not create a free orbit. The camera should smoothly interpolate behind the active vehicle and look at its upper body. Place exactly three stylized pedestrians around the map, each made from a colored capsule-like body and a skin-colored spherical head, with a floating dark translucent nameplate: Avery in cyan near (-70, 55), Blake in yellow near (80, 65), and Casey in pink near (10, -85). They should gently bob and rotate in place. Driving the active car within approximately 4.2 world units of an uncollected pedestrian immediately collects them, hides them, and increments the pickup count. The goal is to collect all three. When all are collected, show a centered translucent dark message reading “You picked up everyone!” with a reset instruction. Create a fixed HUD in the upper-left over the canvas. Show the bold title “Pickup Patrol,” a pill reading “Theme: Sunny Suburb,” another pill indicating the active car (“Car: Explorer” or “Car: F-150”), a pickup counter (“Picked up: 0 / 3,” updating through 3 / 3), and the control hint “WASD/Arrows drive • Space handbrake • C switch car • R reset.” On initial load, briefly show a centered intro overlay stating “Pickup Patrol” and “Drive to collect Avery, Blake, and Casey. Press C to switch cars.” Hide it after a short delay unless the win message is active. Include the same simple theme system and keyboard shortcuts visible in the implementation: Digit1 selects Sunny Suburb, Digit2 selects a dark “Neon Night” theme with near-black blue-purple sky/ground and bright cyan accent, Digit3 selects a warm “Desert” theme with peach sky and tan ground, and Digit4 selects a pale blue-white “Snow” theme with light ground and blue accent. Changing themes must update sky, fog, ambient/sun lighting, ground and road materials, the HUD theme name, and rebuild the perimeter buildings/pylons. Keep the play area bounded roughly from -120 to 120 on both X and Z axes, with buildings arranged outside the main road. Use responsive full-screen layout and translucent rounded HUD tags, with a centered rounded win/intro message and soft shadowing.