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Race & Chase

  • 3d
  • driving
  • arcade
  • chase
  • mission
  • isometric
  • night
  • rain
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. Rhys Nitsche built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Race & Chase yet. Play it, then tell Rhys Nitsche what you would add next.

Make your own game

Race & Chase was built by Rhys Nitsche 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 Race & Chase 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 Race & Chase

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 driving game titled “Race & Chase” with a dark, cinematic, isometric-ish chase camera and a complete menu-to-mission loop. Use Three.js-style 3D rendering with a large square city grid roughly 400x400 world units: flat nearly-black ground, evenly spaced roads about 16 units apart and 8 units wide, subtle center stripes, and four-neighbor road intersections. Fill the blocks with procedural-looking dark box buildings: tall varied downtown towers near the center, shorter suburban buildings toward the edges, low industrial buildings in the southeast, occasional antennas, and two dark green park areas with simple trees. Add a horizontal dark blue water/river band across the upper/middle city. Keep the palette extremely dark navy/black with muted blue, green, and occasional bright objective colors; use fog, shadows, soft lighting, and a rainy nighttime mood.

The player drives a simple stylized blue car made from box meshes: a low rectangular body, dark cabin, and red rear brake-light strip. Place it at the center of the city at the beginning of each mission. Use a third-person camera behind and above the vehicle, with an adjustable isometric-like tilt and zoom. The vehicle should have velocity-based arcade handling: W or Up accelerates, S or Down brakes/reverses, A/D or Left/Right steer, Space activates a handbrake that makes the car slide more, and Shift gives a limited boost that drains while held and slowly recharges. Give road surfaces high grip and higher speed, while off-road areas have lower grip, lower speed, and more tire wear. Tire wear should gradually reduce grip; collisions with buildings at significant speed should bounce the vehicle, reduce engine and tire condition, show dark tire smoke, play a hit sound, and display an “Impact!” toast. Keep the vehicle inside the city bounds. R resets the car to the last safe road node and shows “Reset to road”.

Build the mission progression exactly as follows. Clicking “New Game” accepts a job, resets vehicle stats to full engine, tires, and boost, clears heat, spawns normal traffic, and randomly chooses a distant green pickup intersection. Draw a bright yellow GPS route as a line/ribbon over the road graph from the current nearest road node to the target, and show a glowing green circular ring plus vertical beam at the pickup. The objective text says to reach the pickup and follow the yellow route. On reaching the pickup node, switch to a distant red drop-off node, replace the route, show a glowing red ring/beam, and display “Pickup complete. Deliver the crew (red).” On reaching the drop-off, enter an escape phase: set a 22-second countdown, increase heat, spawn three red/pink police cars, create several blocked road edges near the center, reroute the yellow GPS path around blocked edges, and show “Escape! Hold out for [timer]s.” During escape, police cars pursue the player with simple steering and become faster as heat rises; close police contact can damage engine and tires and create smoke. Spawn additional police occasionally while escaping. Heat rises during escape and otherwise cools down. When the countdown ends, show “Mission complete (prototype)” and begin/reset another job.

Add approximately 18 ordinary gray traffic cars that move continuously along random road-grid edges, with slight lane offsets and simple intersection choices. Police cars should use the same low-poly box-car construction but be red/pink. Include soft building AABB collisions and visible smoke puffs during impacts or handbrake/drifting. Use simple synthesized audio, unlocked after a click or key press, with short tones for job accepted, pickup, drop-off, reset, completion, impacts, and periodic chase intensity.

The HUD should be a minimal translucent dark interface over the render. At top left show “Race & Chase — Prototype” and a live objective. At top right show a panel with Speed (displayed as velocity converted to km/h), Tires percentage, Engine percentage, Heat as a decimal level, Boost percentage, and a small control hint: “WASD/Arrows drive • Space handbrake • Shift boost • M map • Esc menu”. Put a 220x220 minimap in the lower-left, with an M key toggle to enlarge it to about 420x420. The minimap should show a local dark road grid, the yellow route, a green pickup or red destination dot, red square police indicators, and a blue triangular player arrow oriented to the car. Include a bottom-centered rounded toast notification for events.

The main menu should be a full-screen translucent overlay over a separate cinematic scene: the parked blue car sits on a wet dark plane under a warm flickering streetlight, with heavy dark fog and around a thousand subtle blue rain particles falling. Use a large rounded glassy black panel centered in the lower-middle, with the title “Race & Chase”, subtitle “You’re the wheelman. Stay calm. Stay moving.” and buttons “New Game”, “Garage”, and “Settings”; include the note “Click anywhere to enable audio (browser policy).” Rotate the menu camera very slowly around the parked vehicle. Garage should open a matching overlay titled “Garage” with subtitle “Pick a quick style — it changes handling a bit.” and three choices: “Phantom (grip)”, “Wheelman (top speed)”, and “Negotiator (durability)”, plus Back. Phantom changes the car to cyan and improves grip; Wheelman keeps it blue and improves power/top speed; Negotiator changes it to yellow and reduces collision durability damage; preserve the selected visual/handling style into the next game. Settings should provide sliders labeled “Camera tilt” and “Camera zoom”, with ranges suitable for changing the chase camera, plus Back. Escape returns from play to the menu. Hide route, markers, and play HUD scene effects while on menu/garage/settings, and restore them when playing. Make the result feel like a readable prototype focused on tight night driving, GPS clarity, collisions, wear, traffic, and a short police chase—not a full open-world game.

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