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Road Rally

  • 3d
  • racing
  • arcade
  • open-world
  • low-poly
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. fixer332541 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Road Rally yet. Play it, then tell fixer332541 what you would add next.

Make your own game

Road Rally was built by fixer332541 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 Road Rally 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 Road Rally

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 playable 3D low-poly arcade driving game titled "Road Rally". Use a bright blue sky with light fog, simple soft shadows, and a stylized Kenney-like low-poly art style. The camera follows a small colored sports car through a compact city/suburban world, with three switchable camera views: a high chase camera behind the car, a close hood/low follow view, and a wider elevated follow view. The player car should visibly rotate and move with arcade handling, and the HUD should stay overlaid on the screen.

Build the world as a free-roam driving map on a square grass terrain made from tiled ground. Include a downtown road loop around a central block, suburban roads and houses around the edges, a north highway, a west connector, bridge road sections, off-road grass areas, pine trees, and rocky cliff blocks around portions of the boundary. Use low-poly gray commercial buildings with dark roofs, windows and balconies, smaller suburban homes, green grass, and roadside highway signs. Roads are laid out on a grid and should support driving on pavement as well as grass. Keep the map bounded so the car cannot drive beyond the world edge. Buildings, trees, cliffs, and a locked north gate act as solid collision obstacles.

Start the player near the south side of downtown in the red "Starter Race" car. Driving on roads should provide more grip and a higher top speed (about 42 game units, shown as mph in the HUD); grass should slow the vehicle with a lower top speed (about 24) and more drag. Support forward acceleration, braking/reverse, steering that depends on speed, and a Space handbrake that slows the car and makes turning sharper. Colliding with obstacles should push the car away and briefly reverse its speed. Add a visible soft car shadow.

Place two race start gates in the world, made from green banner towers, checkered flags, and a glowing circular start area. The first green downtown gate is always available at grid cell (0,3), in the downtown loop. When the player is close, show a centered prompt: "Downtown Dash — press Enter to start" (or gamepad A), followed by its description. Starting a race resets the player and two AI cars onto a starting grid and begins a 3.25-second countdown. The AI opponents are a blue hatchback and a gold sedan; after the first unlock they may use a future-style car. AI cars follow the race checkpoints with lane offsets and compete against the player.

Implement Downtown Dash as a tight seven-checkpoint city loop, in this order: (4,3), (4,0), (4,-3), (0,-3), (-4,-3), (-4,0), (-4,3), then return to the start/finish at (0,3). During a race, display only the current checkpoint using paired banner/flag gates, a glowing green ring and translucent vertical beam; show a yellow finish gate after all checkpoints are cleared. The player must pass each checkpoint within roughly 10 world units in order, then return through the finish gate first. Show countdown, current checkpoint out of total, race place out of 3, and elapsed time in the top-right HUD. The player wins only by crossing first; award the win when the player is first, even if an AI has already finished. On a win, remove the north barrier and unlock the blue "Sport Sedan". Keep free roam available after the race and allow Downtown Dash to be replayed.

Once the north gate is unlocked, enable the second blue-marked race gate at grid cell (6,-7), near the north highway. Implement "Highway Breakaway" as a longer nine-checkpoint event through the highway and west connector: (0,-7), (-6,-7), (-10,-7), (-10,-4), (-8,2), (-8,7), (-4,3), (0,-1), (3,-5), then return to its start at (6,-7). Its description should say it is a long north highway, tight west connector, and off-road finish, and winning it unlocks the green "Future Racer" car. The first race opens the north route by removing three barrier pieces and its collision block; before then, the barrier visibly blocks the highway. Do not close free roam when races are inactive.

Cars should be selectable only while not racing and nearly stopped. Start with only Starter Race unlocked; press Tab to cycle through unlocked cars, tinting the player model red for Starter Race, blue for Sport Sedan, and green for Future Racer. If moving too fast, show a toast saying to slow down before swapping. Include a reset: R returns the car to the downtown starting position during free roam; if the player gets more than about 44 units from the active race route while on grass for over four seconds, show "Too far off course — press R to reset", and pressing R ends that race as a loss. A race loss also occurs if the player reaches the finish behind the AI pack.

Create a dark translucent, rounded, blur-style HUD. Top-left: title "Road Rally", status text that initially says "Cruise the city and suburbs. Win Downtown Dash to open the north highway.", and a toast/pill such as "Drive to the green downtown gate to start the first race." Top-right: heading "Drive", a bright green speed readout such as "0 mph", free-roam/race status, surface status of either "road grip" or "off-road drag", and an unlocked-cars pill. Bottom-left: a Controls panel listing keyboard controls: WASD/arrow keys drive and steer, Space handbrake, C camera, Tab swap unlocked car, Enter start race, R reset; also list gamepad controls: left stick steer, RT/LT throttle/brake, B handbrake, Y camera, X swap car, A start race. Show centered bottom prompts near race gates and temporary toast messages for countdowns, wins, unlocks, camera changes, and resets. Include a loading overlay while vehicles, roads, buildings, race gates, and terrain are assembled.

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