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Redline City

  • 3d
  • racing
  • arcade
  • open-world
  • low-poly
  • police-chase
  • browser
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. Hunter boy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Redline City yet. Play it, then tell Hunter boy what you would add next.

Make your own game

Redline City was built by Hunter boy 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 Redline City 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 Redline City

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 arcade street-racing game titled “Redline City,” using a low-poly Three.js aesthetic. Show a large seamless free-roam city from a third-person chase camera behind a bright cyan/blue stylized coupe. The vehicle should be visibly assembled from simple box-like geometry: low rectangular body, dark windows/cabin, four chunky black wheels, headlights, red taillights, rear spoiler, and a glowing cyan underbody. Place it on broad dark asphalt roads with pale lane markings, green grass verges, blocky dark downtown buildings, neon signs, scattered conical trees, street lamps, and distant low-poly city scenery. Include contrasting districts and routes: a sandy beach area, a brown desert edge, airport runways, industrial low-rise areas, forest/mountain-edge roads, a tunnel/underpass, a bridge with side rails, diagonal highways/shortcuts, and several raised stunt ramps. Build the map procedurally within a very large square city, with a grid of roads and additional diagonal/outer routes.

Core gameplay is open-ended driving rather than a fixed menu-only race. Start the player near the center of the city and let them accelerate, brake/reverse, steer, drift with a handbrake, boost with nitro, honk, reset if stuck, and change cameras. Use arcade vehicle physics: acceleration toward a class-specific top speed, braking and reverse, speed drag, smooth steering, reduced grip while handbraking, reduced grip off-road and in rain, collision bounce against buildings, and a reset that returns the car to the bounds with greatly reduced speed. Allow ramps to launch the car into the air at sufficient speed; show a stunt notification and award reputation, then give a landing money bonus. While drifting, generate tire smoke and dark skid marks, increase drift score and reputation, and slightly increase police heat. Show an exhaust flame while nitro is active. Include a simple damage value that rises on impacts.

Populate the roads with about 30 simple AI traffic cars following a looping lane path, with basic collision avoidance. Add four colorful rival racer cars following a city race route/checkpoint path. Add three police interceptor cars that normally patrol but chase the player when heat rises or when nearby; police contact slows the player and increases heat. Heat should gradually cool, faster on roads, while reckless off-road driving, drifting, collisions, and vehicle contact raise it. Add a loop of large floating checkpoint rings along a route; reaching sequential checkpoints awards money and reputation. Scatter 34 rotating collectible rings around the world in cyan and yellow; collecting them hides the ring, awards money and reputation, and refills nitro. Include several collectible values, with some higher-value rings.

Implement four quick car presets selectable from a garage/customizer: Street Coupe (cyan, balanced), V8 Muscle (orange, stronger acceleration but lower top speed and grip), Hyper GT (purple, fastest and strongest nitro), and Drift Spec (yellow, lower grip and higher drift behavior). Preserve the selected car in local storage. The garage can be a simple quick-build prompt/menu rather than a full showroom. Each preset changes color, acceleration, maximum speed, grip, drift multiplier, nitro strength, and mass-like handling values.

Use a cinematic presentation with a perspective chase camera behind and above the car, aimed ahead along its direction. Provide four camera modes: normal chase, forward hood/near camera, high top-down camera, and a cinematic orbit camera. Smoothly interpolate camera movement. Add a day/night cycle with animated sun/moon-like directional lighting, changing sky background and fog; nighttime should be dark blue with visible neon and lamps. Randomly toggle between clear and rain weather; rain should alter the sky/fog and make roads slicker. Use fog, shadows, reflective/wet-looking road materials, neon accents, glowing lights, tire smoke particles, skid marks, headlights/brake lights, and low-poly geometry throughout.

Add a modern translucent glassy HUD over the game. At the top, show REDLINE CITY, mission text initially reading “Free roam: find rings, drift, outrun police,” money, REP, and HEAT. At bottom right show a large circular speedometer displaying speed in KM/H and a horizontal cyan-to-purple-to-pink nitro meter. At bottom left show a square minimap with roads, the route/checkpoint points, red police markers, and a cyan player arrow that rotates with the car. Show temporary pill-shaped toast notifications for events such as vehicle reset, stunt jump, landing bonus, secret reward, crash/heat, checkpoint rewards, police contact, weather changes, camera changes, and garage car selection. Include pause overlay controls for Resume, Open Garage, and Restart Event.

Support desktop controls: W or Up Arrow accelerate; S or Down Arrow brake/reverse; A or Left Arrow steer left; D or Right Arrow steer right; Space handbrake drift; Shift nitro; E horn; C cycle camera; R reset vehicle; F open garage; P or Escape pause. Also provide mobile/touch controls with left/right steering buttons, GAS, BRAKE, DRIFT, N2O, CAM, and RESET, using pointer input and allowing driving on coarse-pointer/mobile screens. Keep the game immediately playable in the browser with no build step and make the HUD responsive for smaller screens.

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