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Arcade › Project Velocity
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David Willams built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Project Velocity yet. Play it, then tell David Willams what you would add next.
Project Velocity was built by David Willams 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 Project Velocity 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-playable 3D open-world driving and physics sandbox titled “Project Velocity,” using a low-poly, clean Three.js-style aesthetic. Use a large seamless square world roughly 2200 x 2200 units with a flat green ground plane, blue water along the southwest/coastal area, distant simple cone-like mountains to the north, and a bright blue sky with atmospheric fog. Render from a third-person chase camera behind and above the player car: the camera follows smoothly, rises and pulls back slightly with speed, and looks at a point just above the car. The player drives a simple blocky bright-blue sports/sedan-like vehicle with a rectangular body, pale translucent blue cabin, dark bumpers, and four visible black cylindrical wheels. The car starts near the central road at approximately (0, 120), facing forward. Support keyboard controls: W or Up accelerates, S or Down brakes/reverses, A/D or Left/Right steer, Space applies the handbrake, R resets the car to its starting point, and T cycles weather Clear → Rain → Storm → Clear. Implement arcade-sim handling with acceleration, braking, drag, steering that becomes less effective at high speed, speed-dependent heading changes, grip affected by road surface and weather, off-road slowdown, tire wear and tire temperature, fuel consumption, body roll/pitch, building collision response, and a maximum speed around 78 internal units (display the converted speed in mph). Track vehicle durability/damage from collisions; at 100% damage automatically reset the vehicle. Track fuel from 100% downward, and restore a little fuel and reduce damage after successful missions. Build a handcrafted-procedural-feeling map divided into visibly tinted districts, with a HUD district label that selects the nearest district. Include these districts: Downtown Core at the center, Residential Arc to the northwest, Industrial Belt to the east/southeast, Airport Flats to the northeast, Mountain Pass to the north, Coastal Strip to the southwest, and Forest Basin to the west. Add broad dark asphalt roads with yellow dashed center markings: a central horizontal and vertical cross, neighborhood roads, industrial and airport roads, mountain/coastal corridors, several connecting vertical roads, a large runway in Airport Flats, and a dark oval race loop near the coast. Populate Downtown with many tall, closely spaced block buildings; Residential Arc with short low buildings; Industrial Belt and Airport Flats with scattered warehouse-like blocks. Add a forest area west of the center with roughly 120 simple trees made from brown trunks and green cone crowns. Place numerous roadside physics props (orange/red crates, barrels, and barriers) and two long rows of lamps along a central corridor. Buildings should block the vehicle, while props should be movable and destructible. Add civilian traffic made from the same simple vehicle mesh in varied bright colors, following several rectangular waypoint loops throughout the map; use about 16 active traffic vehicles with different target speeds. Add about four white police vehicles with roof light bars. Police normally patrol routes, but when the wanted level is above zero they pursue the player, accelerate faster according to wanted level, and flash alternating red/blue light-bar emissive colors. Vehicle or pedestrian collisions should push entities apart, reduce speed, damage the player, and increase wanted level; ordinary civilian vehicle collisions add wanted level, and hitting pedestrians adds more. Wanted level is capped at 5 and slowly decays when no police are nearby. Add about 20 very simple pedestrians (blue capsule bodies and tan spherical heads) in the central area; they wander between home/work-like targets, flee when the player approaches, and react to being hit. Make the roadside props a real physics sandbox: each crate, barrel, or barrier has mass, friction, durability/health, velocity, collision radius, and impulse response. Player and traffic impacts push props, reduce health, and can break them. When a prop breaks, remove it and spawn a short-lived burst of small tumbling debris pieces with gravity and bouncing. Provide sandbox controls: X spawns a crate a short distance in front of the vehicle with an initial forward velocity; Q sends an impulse shockwave to nearby unbroken props and pedestrians, damaging/launching them and briefly flashing the screen; C attaches or detaches a tow hook to the nearest loose prop within about 12 units. When attached, draw a pale tow line from the rear of the car to the prop and pull the prop toward a hitch point behind the vehicle. Display a status message for these interactions. Implement dynamic missions driven by world state. Maintain mission templates: Street Sprint (“Thread traffic and reach the marker fast.”), Priority Delivery (“Carry speed through the industrial corridor.”), Storm Rescue (“Reach the incident point before conditions worsen.”), Vehicle Test (“Hold high average speed without totaling the car.”), and Police Evasion (“Survive a pursuit and break line of sight.”). At startup and after each mission, randomly offer one mission and choose a random district/target position within that district. Compute reward from the mission base reward, weather bonus (higher in rain/storm), and economy. Give each mission a random time limit of roughly 80–150 seconds. The HUD must show the offered mission title, description, spawn district, reward, and time window; an Accept Mission button or M key starts it, while a Reroll button or N key chooses another. An accepted mission creates a glowing/wireframe blue marker at the target, counts down, shows target district, reward, and time left, and completes successfully when the player reaches within about 20 units; otherwise it fails when time expires. Include the mission-specific police-evasion progress behavior when wanted. On success, remove the marker, show a completion/reward status message, raise economy slightly, restore some fuel and reduce damage; on failure show a failed-contract message and offer another mission. Simulate world variables: time of day begins around 9:30 and advances continuously, cycling days; move the directional sun across the sky and vary its intensity with time, while retaining a soft ambient light. Keep economy around 100 with bounded random changes on day transitions and track fuel price around $4.28/gallon with small bounded changes. Weather is Clear, Rain, or Storm: cycle it with T or a mobile weather button, smoothly blend fog/background/ground/water toward darker storm colors, show about 450 falling rain streaks during rain/storm, and reduce grip to about 84% in Rain or 72% in Storm; traffic should also slow during bad weather. Use a faint initial blue sky, green terrain, dark roads, simple shadows, fog, and restrained emissive lighting for the stylized low-poly atmosphere. Create a glassy dark-blue responsive HUD over the game. At the top, show “PROJECT VELOCITY,” nearest district, and a status line. On the upper left, show Speed in mph, Damage %, Fuel %, Wanted level, Weather, Economy plus fuel price, and a square minimap. The minimap should show the world bounds, road rectangles, district outlines, civilian traffic as pale dots, police as red dots, intact props as tan dots, the active mission as a cyan circle, and the player as a blue directional triangle. On the upper right show a Dynamic Mission panel with mission details and Accept Mission/Reroll buttons. On desktop show a Controls legend in the lower right listing driving, brake, handbrake, reset, weather, mission, crate, shockwave, and tow-hook controls. On touch/mobile layouts, hide the desktop legend and provide large translucent rounded buttons: left/right steering at bottom-left, throttle up and brake down stacked at bottom-right, and center buttons for HB, M, R, and T. Make touch buttons hold-based for driving inputs and prevent page scrolling; make panels responsive so the mission panel moves above the controls on narrow screens. Keep the overall visual language dark translucent navy panels, pale blue borders/text, rounded corners, and a clean futuristic driving-sandbox interface.