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Arcade › Rally Horizon

Rally Horizon

  • 3d
  • racing
  • arcade
  • rally
  • driving
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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. Az Er built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rally Horizon yet. Play it, then tell Az Er what you would add next.

Make your own game

Rally Horizon was built by Az Er 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 Rally Horizon 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 Rally Horizon

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 arcade rally driving game titled “Rally Horizon,” using a bright, toy-like low-poly visual style. Render a large outdoor scene with a pale blue sky/background and matching distance fog, a flat green grass field, and a simple rectangular circuit made from dark charcoal road slabs: wide horizontal sections at the far and near ends and narrower vertical side sections, forming a loop-like rectangle. Add sparse roadside decoration: twelve simple low-poly trees placed along the outside edges, each made from a brown tapered cylindrical trunk and a dark-green conical crown. Put a thin white start/finish gate line across the near end of the circuit.

The player drives a small red/orange toy racing car, preferably loaded as a low-poly toy-car model and scaled visibly large; if unavailable, use a simple red/orange blocky sports-car fallback. Place it near the near end of the track, with the car facing toward the far end. Use a third-person chase camera: perspective view from behind and above the car, smoothly following its position and rotation, looking slightly above the car. Use soft hemisphere illumination plus a warm directional sun, with shadows on the grass and road.

Implement simple arcade vehicle physics. Arrow Up or W accelerates, increasing speed; with no throttle the car gradually slows; Arrow Down, S, or Space applies strong braking/handbrake and can make the speed negative. Clamp speed between -8 and 34. Arrow Left/A and Arrow Right/D steer, with smoothed steering input, rotating the car according to steering direction and current speed. Keep the car within a rectangular playable area, clamping its x coordinate approximately between -22 and 22 and z coordinate between -40 and 40. Track crossing/lap logic should detect traveling through the start area near the near end after coming from the far end, increment laps, and display up to a three-lap race indicator.

Create a fixed HUD over the canvas. At the upper left show the bold, letter-spaced white title “RALLY HORIZON.” Near the upper center show a dark translucent rounded pill containing the current speed as “0 km/h” initially, converting the nonnegative game speed to a displayed value by multiplying it by 7 and rounding. At the upper right show a matching pill reading “Tour 1/3” initially and update it as laps progress, capped visually at three. Under the speed near the top center, show a dark rounded hint pill in French reading exactly “Flèches / WASD pour conduire · espace = frein à main”. Along the bottom, provide touch controls: circular left and right steering buttons on the lower left, and circular down/brake and larger up/accelerator buttons on the lower right. Use white arrow glyphs; make steering and brake buttons dark blue translucent, the accelerator button coral/red, and support pointer/touch press-and-release as held inputs. The controls are slightly faded on wider desktop screens but remain usable. Keep the overall presentation clean, colorful, and minimal, with no menus or extra weapons/enemies.

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