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Arcade › Ridge Riders
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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 motorcycle platform-riding game titled “Ridge Riders” using Three.js or an equivalent real-time 3D engine. The camera should use a perspective view from behind and slightly above the rider, looking forward along the X axis with the track stretching into the distance. Use a bright, clean low-poly style: a solid sky-colored background that changes by level, soft fog, directional sunlight, shadows, dark blue-gray rectangular road platforms with narrow green side strips, and orange-brown jump ramps. The world should feel like floating ridge sections over open sky, with no visible terrain beyond the platforms. The player controls a stylized low-poly motorcycle/bike: a pink-red rectangular body, two dark cylindrical wheels, a dark seat, a cyan rider represented by a capsule-like body, and a yellow helmet/head. Place the rider on the left/start of the track. The bike continuously travels forward along the X axis, while the player can steer side-to-side along the Z axis. Apply gravity so the bike can become airborne between platforms, and let the player jump only while grounded. The core objective is to hold throttle, use steering to stay aligned with the platforms, jump the gaps, land on each ridge section, and reach the end of the current level. The bike should visibly tilt slightly when steering and the wheels should rotate while moving. Build three sequential levels with the exact level names and approximate platform layouts below. Each platform is a dark rectangular slab, about 8 units wide in Z and 1 unit thick, positioned at the listed X/Y locations: Level 1 “Canyon Kickoff” with sections centered around X -8 (length 22, height 0), 18 (length 16, height 0), 42 (length 14, height 2), 64 (length 22, height 0), 92 (length 18, height 3), and 120 (length 24, height 0). Level 2 “Broken Mesa” uses sections around X -8 (length 18, height 0), 16 (length 12, height 1), 36 (length 12, height 4), 58 (length 10, height 0), 80 (length 18, height 2), and 108 (length 28, height 0). Level 3 “Skyline Sprint” uses sections around X -8 (length 18, height 0), 17 (length 10, height 2), 37 (length 10, height 5), 60 (length 10, height 1), 82 (length 12, height 4), and 108 (length 34, height 0). Add thin green strips along both long edges of every platform. Where neighboring sections have a gap greater than 5 units, add an orange-brown rectangular jump ramp near the end of the earlier platform, angled slightly downward/forward as in the reference. Keep the track straight; steering is lateral rather than turning the whole course. Add two simple ghost racers ahead/around the player on every level. They are small low-poly vehicles with rectangular bodies, dark wheels, and spherical heads; use cyan for one and pale yellow for the other. They move automatically along X at approximately 10 and 8.8 units per second, bob slightly vertically, and recycle behind the player when they get too far ahead. They are visual competitors only; the player’s win condition is reaching the end of the platform sequence. Implement keyboard and touch controls. Keyboard: W or ArrowUp holds throttle, S or ArrowDown brakes/slows, A/ArrowLeft steers left, D/ArrowRight steers right, and Space or X jumps. Include large touch buttons along the bottom: left/right arrow buttons on the lower left, a slow/brake button, an up/throttle button, and a prominent JUMP button on the lower right. Prevent scrolling/default behavior while using these controls. The bike’s speed should smoothly approach about 15 while throttling, about 3 while braking, and about 9 with no throttle. Lateral velocity should smoothly approach the steering direction, and jumping should apply a strong upward impulse; gravity should pull the bike down. Detect the platform directly beneath the bike, keep the bike grounded at the top surface when landing, and end the run if it falls below the world. Also end successfully when the rider passes the final level section. Create a fixed overlay HUD matching the reference: dark translucent rounded panels with subtle borders and shadows. Top left show the uppercase game label “RIDGE RIDERS”, the current text such as “Level 1 · Canyon Kickoff”, and a status initially reading “Hold throttle to ride”; while riding, show “Riding” when grounded and “AIRTIME” when airborne. Top right show “DISTANCE”, a live distance in meters beginning at “0 m”, and “Best 0 m”; preserve/update the best distance during play. In the center at the beginning, show a dark rounded modal with the large title “Ridge Riders”, the subtitle “Jump the gaps, land on every platform, and beat the ghost racers.”, and a gold “Start Ride” button. Hide it when starting. On a fall, stop the game and show “Crash landing”, “The bike missed the landing. Try throttle and jump together.”, and a “Retry” button. On reaching the end, stop and show “Level 1 clear!” (or the current level), text explaining that every section was landed and the next ridge is ready, and a “Next Level” button. Pressing Next Level advances through the three levels (cycling or otherwise safely handling completion after the third), and pressing Retry rebuilds the current level. Use responsive sizing for desktop and mobile portrait screens. The visual composition should closely match the supplied screenshot: blue/cyan open background, floating dark platforms with green edges, orange ramps, toy-like rider and racers, a trailing elevated camera, and clear high-contrast rounded HUD controls. Do not add weapons, coins, enemies, health, fuel, or other mechanics not described above.