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Smart City Action

  • 3d
  • third-person
  • open-world
  • missions
  • driving
  • mobile
  • arcade
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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. Yusuf Abubakar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Smart City Action yet. Play it, then tell Yusuf Abubakar what you would add next.

Make your own game

Smart City Action was built by Yusuf Abubakar 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 Smart City Action 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 Smart City Action

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.

Recreate a playable low-poly 3D third-person urban sandbox game titled "Smart City Action". Use a Three.js-like perspective camera with a soft blue sky background, atmospheric fog, strong daylight shadows, and a compact Harborline district viewed from behind and slightly above the player. The player is a simple stylized character: a bright blue rounded capsule-shaped body with a peach spherical head, moving around a flat city block. Start the player near the south side of the central north-south road at approximately (0, 0.9, 8). Support keyboard movement with WASD/arrow keys, running with Shift, jumping with Space, and an on-screen touch joystick/third-person movement control for mobile; use E or an INTERACT button for nearby interactions.

Build the district on a large muted green-gray ground plane with a dark charcoal road grid: a 16-unit-wide north-south road and 16-unit-wide east-west road through the center, narrower parallel roads around x=-32 and x=32, and cross roads around z=-31 and z=31. Add repeated pale yellow lane markings down the central roads. Include gray parking areas/lots and sidewalks around the blocks. Create a green park at the northwest-ish area around (-25,25), with a tan square plaza and five simple trees made from brown trunks and green low-poly cone canopies. Add additional trees around the outer lots.

Populate the blocks with simple rectangular low-poly landmark buildings, each about 10 wide, 5 high, and 8 deep, with dark blue-gray flat roofs. Include these named locations and approximate positions: Morrow House (-24,-20), Juniper Shops (24,-20), Civic Police (-24,20), Harbor Garage (24,20), Lighthouse Market (-44,-20), Sunline Gas (44,20), and Hidden Warehouse (44,-20). Add a blue police sign in front of Civic Police. At Sunline Gas add a blue canopy and two light-colored gas pumps. The visible art should remain intentionally simple geometric primitives with soft shadows, understated colors, and no detailed textures.

Place usable vehicles around the city. Include a red small car near (-7,5), a red motorcycle near (7,5), and a larger SUV near (12,0,8), plus several blue traffic cars traveling automatically along the roads and turning/reversing when they reach the district boundary. Vehicles are simple low-poly shapes: car body, dark roof, four dark cylindrical wheels; motorcycle with red frame, black seat, and two wheels. Let the player approach a vehicle and press INTERACT/E or ENTER VEHICLE to enter it. Hide the player while driving and attach the camera to the active vehicle. Driving uses W/S or up/down to accelerate/reverse and A/D or left/right to steer; cap speeds at roughly 12 for cars, 10 for the motorcycle, and 14 for the SUV. Vehicles have health (car 100, motorcycle 80, SUV 130), lose a small amount of health at high speed, and show a damaged toast when low. Press the vehicle button again to exit and restore the player.

Add seven simple capsule-like pedestrians in the district, using alternating pale yellow and pale blue clothing. Have them walk back and forth slowly, reverse direction periodically and at the district edges, and flee away when a wanted alert is active and one comes within about three units.

Implement the mission loop and progression exactly as a small sequence of marker-based objectives. Display a glowing blue circular ground marker with a small arrow at the current target, and show the current mission title, instructions, and reward in the HUD. Initially show the first mission, "Courier Run": accept it at Lighthouse Market (-44,-20), then deliver to Juniper Shops (24,-20), reward 
20. Next, "Road Test": go from Juniper Shops to Harbor Garage (24,20), reward
60; it is described as requiring a vehicle. Next, "Safe Escort": go to the park near (-25,25) and then Civic Police (-24,20), reward
80. Next, "Blue Lights": trigger a wanted alert, then reach/hide at Hidden Warehouse (44,-20), reward
20; this mission requires wanted to be active. Finally, "Lost Item": go to the area behind Sunline Gas (44,20) and bring the item to Lighthouse Market (-44,-20), reward
60, then loop back to the first mission. Use a nearby INTERACT action to accept an objective at its source and complete it at its destination, while also allowing proximity to the current destination to complete the active mission as in the original. The MISSION button resets the current mission to its pickup/source stage. Show toasts such as "Objective accepted — follow the marker", "MISSION COMPLETE +$...", "You need a vehicle here", and "Nothing to interact with nearby". At the gas station, interacting near (44,20) should set WANTED level 2 and show "WANTED LEVEL 2 — drive and hide"; pressing R also triggers the same alert. Wanted slowly decays and is cleared when the player reaches the Hidden Warehouse area, with a "You lost the pursuit" toast. Do not add combat, weapons, or police chase AI beyond the wanted indicator and pedestrian fleeing behavior. Create a fixed responsive HUD over the 3D view. At top-left show a dark translucent rounded panel with Health 100 and a green-yellow-red health bar, Money starting at
50, and a red WANTED label only while wanted. Beside it show a Current mission card with title, text, and yellow reward. At top-right show a square dark minimap with the road layout, a blue dot for the player, and a yellow square for the current target. At the bottom show controls guidance ("WASD / joystick to move · Shift to run · Space to jump · E / Interact to use nearby objects") and buttons: INTERACT, ENTER VEHICLE, MISSION, SAVE, and RAIN. Buttons should be large rounded blue/dark controls suitable for touch screens, with the mobile layout stacking mission/stats and shrinking the minimap. Implement RAIN as a toggle: when active, tint the sky/fog darker blue-gray, reduce sunlight intensity, and show hundreds of falling pale-blue rain particles over the district; the button changes to CLEAR. Include SAVE using local storage, preserving money, mission index/stage, health, player position, wanted level, and rain state; load it on startup and show a save/load toast. Maintain the simple health value at 100 (vehicle damage is separate) and the money/reward HUD. Use soft shadows, ambient hemisphere light, a warm directional sun that slowly moves, fog, rounded HUD panels, and a clean arcade/mobile presentation matching the screenshot: the blue player centered in a dark road, pale lane stripes receding toward the horizon, distant low buildings, and a large circular touch control at lower right.

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