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Redline Rivals

  • 3d
  • racing
  • drag-racing
  • arcade
  • cars
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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. Anthony Bailey STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Redline Rivals yet. Play it, then tell Anthony Bailey STUDENT what you would add next.

Make your own game

Redline Rivals was built by Anthony Bailey STUDENT 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 Rivals 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 Rivals

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 drag-racing game titled “Redline Rivals.” Use a dark, premium automotive-lab interface over a real-time Three.js-style 3D scene. The game is a straight-line race with no steering: the player launches from the start and manages throttle and manual gear shifts to reach the end of a 300-unit strip before an AI rival.

Camera and world: use a third-person chase camera positioned behind and above the player car, looking down the road. Build a long straight dark asphalt road about 15 units wide, with thin pale edge lines, two dashed center lane markers, and repeating blocky barriers/props on both sides. Place the player in the left lane and a rival in the right lane, facing opposite visual directions as appropriate for cars driving away down the strip. Use simple low-poly modeled cars: colored rectangular body, raised hood, dark glass cabin, front splitter, four black cylindrical wheels, and bright headlights. The player car should be the selected vehicle and the rival should be another vehicle. Use shadows, directional and hemisphere lighting, tone mapping, and atmospheric fog.

Provide three selectable tracks with distinct environments: Sunset Strip with warm reddish sky and dark brown ground, Dry Lake with sandy tan colors, and Midnight Port with a deep blue-black sky and cool dark ground. Provide three weather choices: Clear, Rain, and Fog. Clear uses light fog; Rain reduces traction to about 79%, adds visible falling blue rain streaks, and has increased fog; Fog has increased atmospheric fog and slightly reduced traction (about 93%). Rebuild the world when track or weather changes.

Main menu HUD: fixed top bar with the brand “REDLINE RIVALS,” where RIVALS is orange-red, and pills showing TRACK and WEATHER. Center a rounded translucent near-black panel with an orange eyebrow “DRAG RACING LABORATORY,” the large headline “Own the launch.” and explanatory text saying the player picks a machine, stages on a straight-line strip, and shifts at the edge of redline. Include dropdowns for the three tracks and three weather modes. Show four selectable vehicle cards: Street Fox (blue, 124 top, 72 launch, 68 grip, 7,600 redline, 5 gears, 1,420 kg), V8 Hammer (orange-red, 116 top, 91 launch, 58 grip, 6,800 redline, 4 gears, 1,680 kg), Apex R (yellow, 151 top, 78 launch, 82 grip, 8,900 redline, 7 gears, 1,290 kg), and Night Runner (purple, 138 top, 84 launch, 74 grip, 8,200 redline, 6 gears, 1,330 kg). Cards should show a color swatch, name, weight, gear count, and an orange performance meter based on top speed; highlight the selected card with an orange border/glow. Include a bright orange-red START RACE button and the instruction “Controls: hold SPACE / THROTTLE, tap SHIFT near redline.” Make the layout responsive, with four cards on desktop and two columns on narrow screens.

Race flow: clicking START RACE resets both cars, speed, RPM, gear, and progress, then shows a roughly 3.2-second countdown: 3, 2, 1, GO! During countdown show a large centered count above the progress bar and show gear N. After GO, the player accelerates only while throttle is held, with a small idle force otherwise. Apply the selected car’s launch boost during the first 0.8 seconds, weather traction multiplier, acceleration, drag, and a speed cap based on its top-speed stat. Increase RPM while throttling, and if RPM exceeds redline briefly limit speed and clamp RPM. Manual shifting only works during the race: when RPM is above roughly 72% of redline, increase gear up to the car’s gear count, reduce RPM sharply, and give a small speed boost; otherwise reduce RPM slightly. Gear ratio should modestly increase effective travel speed per gear. The AI rival advances automatically at a speed based on a rival vehicle’s top speed with slight sinusoidal variation. The first car to travel 300 units wins; display either “WINNER — You owned the strip.” or “RUNNER-UP — Tune the launch and try again.”

Race HUD: keep the top brand and track/weather pills visible. At the top-center show the large countdown/status text, a thin progress bar with cyan-white-orange gradient, speed in MPH, current gear, and RPM text/bar. During races show bottom controls: a large orange THROTTLE button, SHIFT button, and MENU button. Support keyboard controls: hold Space for throttle, press Left/Right Shift or Enter to shift, and release throttle on keyup or window blur. Support pointer/touch controls with press-and-hold throttle and tap shift. MENU returns to the setup screen and rebuilds the world. Use near-black #080b10 UI backgrounds, white typography, muted blue-gray secondary text, orange-red accent #ff4b28, cyan progress accent, rounded cards/panels, subtle borders, shadows, and responsive mobile sizing. Do not add steering, weapons, laps, coins, checkpoints, or other mechanics not described.

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