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Arcade › Ridge Hauler
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fazlul Hoque built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ridge Hauler yet. Play it, then tell Fazlul Hoque what you would add next.
Ridge Hauler was built by Fazlul Hoque 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 Ridge Hauler 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 Three.js low-poly off-road driving game titled “Ridge Hauler.” The player controls a heavy red/orange truck or bus-style hauler on a steep procedural mountain trail, starting at the base around the center of the track at z=-42 and driving uphill toward the summit. Use a third-person chase camera by default or provide a toggle to first-person: first-person sits just above the hood/windshield and looks ahead over the truck, while chase camera follows roughly 9.5 units behind and 5.1 units above the truck and looks toward the trail ahead. The view toggle should be available with V and a visible VIEW button; show a short message when switching views. Build a large uneven low-poly green terrain using a sampled height function with broad rolling ridges plus smaller rough/choppy variations and a shallow central trail depression. The truck must conform to the terrain: sample height and surface normal, place its wheels/body on the ground, and smoothly pitch over uphill/downhill slopes and roll side-to-side. The drivable region should span roughly x=-72..72 and z=-62..108. Lay a brown muddy trail made from connected-looking rectangular track sections approximately 9.6 wide along the route, curving gently side to side as it climbs. Add a bright blue sky, distant fog, strong warm directional sunlight, softer hemisphere fill light, and cast/receive shadows. Scatter low-poly pine trees along both sides of the route (roughly 54 trees, generally outside the trail) and irregular low-poly rocks near the trail (roughly 22), using Kenney-style nature assets if available. Use a Kenney-style truck model if available; otherwise create a simple chunky truck from primitive meshes with a red/orange body, dark windshield, and four black wheels. In first person, show the hood and windshield; in chase view show the complete truck. Create six yellow checkpoint gates across the trail, with two vertical yellow posts and a horizontal top bar. Place them progressively uphill at z approximately -32, -10, 15, 42, 70, and 92, following the track’s gentle curve; each gate is about 6.7 units wide and 3.3 units tall. When the truck comes within about 4.7 units of a gate, mark it passed, hide that gate, update progress, and show a brief center-screen message such as “GATE 1/6.” The final gate displays “SUMMIT REACHED!” and ends/freezes the elapsed run timer while leaving the driving scene visible. Include a reset-to-base behavior with R (and optionally a reset button if needed): return the truck to the starting base, clear gate progress and elapsed time, restore all gates, and show “RESET TO BASE CAMP.” Driving physics should feel weighty and arcade-like. W or Up accelerates forward, S or Down reverses, A/D or Left/Right steers, and Space brakes strongly. Use terrain slope to influence acceleration, cap forward speed around 28 simulation units/sec and reverse around -10, and allow steering to become stronger with speed while reducing traction on steeper surfaces. Keep the truck within the stated world bounds. Track elapsed time while the run is active; display speed as absolute simulated speed converted to an MPH-style readout (approximately speed*2.35), view mode, checkpoint count out of 6, and elapsed seconds. Add a fixed HUD over the 3D view in a dark translucent panel style with thin light borders and bold condensed/sporty typography. At top left show a large “0 MPH” style speed display and a low-range/status line. At top right show the mission panel with bold yellow “Extreme Hill Run” and instructions: drive through the yellow gates, W/S or pedals, A/D to steer, V changes first-person/chase. Put the VIEW button near the upper right. Center-screen transient messages should fade in/out. On touch/mobile layouts, show large on-screen controls near the bottom: left and right steering buttons, a wide GAS button, REV, and BRAKE; press-and-hold should drive the corresponding controls. Prevent the page from scrolling and make the canvas fill the viewport. Expose optional getGameState/setGameState hooks for player position, yaw, speed, view, elapsed time, gate progress, and win state.