Appearance
Arcade › Stock Car Nights
Click the game above and it runs right here in your browser. No download, no installer, no account needed. npoisson212 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stock Car Nights yet. Play it, then tell npoisson212 what you would add next.
Stock Car Nights was built by npoisson212 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 Stock Car Nights 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 3D stock-car racing game titled "Stock Car Nights" using Three.js or an equivalent WebGL engine. It is an original, generic stock-car racing slice inspired by superspeedway racing, with no official NASCAR branding, licensed driver names, likenesses, or real paint schemes. Start on a dark navy/black interface with the 3D race scene already visible behind the HUD. Use a third-person chase camera positioned behind and above the player's car, looking along the direction of travel. The camera should smoothly follow the player around a large Daytona-style tri-oval/superspeedway, with a subtle field-of-view increase at speed. The track is a broad dark asphalt oval with three racing lanes, white lane markings, a white start/finish stripe, a blue-gray infield apron, green grass inside/outside, tall light-colored outer walls, inner apron barricades, orange pit cones, a front-stretch pit road with entry/exit blend lanes and pit boxes, rubber skid marks, gray grandstand blocks, and tall floodlight towers around the circuit. Use attractive lighting, shadows, fog, tone mapping, and a day-to-night transition: the sky starts pale blue, gradually darkens to deep navy roughly halfway through the race, sunlight fades, and floodlights turn on. The player drives one of a 24-car pack. Use fictional names such as You, Carter Hale, Maya Brooks, Jax Bowman, Eli Stone, Noah Pierce, Lena Fox, Wyatt King, Aria Chase, Cole Rivers, Zane Ellis, Ivy Lane, Owen Reed, Nico Cross, Tess Morgan, Finn Ryder, Blake West, Ruby Quinn, Kai Turner, Maddox Vale, Sage Miller, Rory Dean, Alex Knox, and Piper Shaw. Cars should be low-poly/clean 3D race-car silhouettes, each with a body, dark cabin/windshield, wheels, a bright paint scheme, a contrasting stripe, and a visible two-digit door number. Let the player choose among generic manufacturer-inspired silhouettes labeled Chevrolet Camaro, Ford Mustang, Toyota Camry, and Dodge Charger; these are only visual labels/silhouette inspirations, not licensed branding. Tint AI cars in varied bright colors and give them different fictional numbers. Before starting, show a bottom/right translucent dark rounded panel titled "Design your stock car". Include Primary and Accent color inputs, a Number numeric input from 0 to 99 (default 24), Laps choices 3, 5, 10, and 20 (default 5), Mode choices Career, Offline Race, and Online Ghosts (default Career), and Manufacturer choices Dodge Charger, Chevrolet Camaro, Ford Mustang, and Toyota Camry (default Dodge Charger). Include a large blue button labeled "Start Daytona 500 slice". The selected primary color, accent, number, and manufacturer must update the player's visible car, including side number decals and manufacturer-specific nose/detail geometry. Online Ghosts is only a local simulated mode using AI/ghost-like racers; do not build real networking. Race mechanics: the player starts near the back/inside a 24-car field and must accelerate, hold a racing line, change between the three lanes, draft, pass AI, and finish the selected number of laps. The player has speed, fuel, tire condition, and damage. Acceleration is controlled rather than automatic: W or ArrowUp applies gas, S or ArrowDown brakes, A/D or Left/Right shifts/steers across lanes, and Space gives a bump-draft speed boost. The car should lose speed when not on throttle, be limited by damage, and be able to run out of fuel. Lane movement should be smooth and bounded to the three racing lanes except when entering pit road. AI cars should race in packs, choose faster lanes, follow and draft behind cars, avoid loose or wrecked cars, make passing line changes, bump-draft, and have the top five defend against a faster run from behind. Add car-to-car collision response: cars cannot ghost through one another, bumper contact separates their lanes and changes speeds, adds damage/smoke, and hard impacts can make a car loose or cause a wreck. Do not create constant random crashes; mechanical incidents should be believable. Tires wear down and can blow out; fuel decreases with speed and a car can run out of gas. A loose car should initially wobble/spin and have a chance to recover, while a full wreck slides/rotates, slows down, emits smoke, shows scrape/crumple/scorch damage, and can collect nearby cars. Incidents trigger a caution. During a caution, display a prominent amber banner such as "CAUTION — [reason]", slow the field to pace speed, and reform cars into two lines before returning to green after several seconds. Show banners for GREEN FLAG, lap changes, SAVED IT, tire blowouts, contact wrecks, out-of-gas events, and pit events. The race should not use random spinouts without a mechanical or contact reason. Implement drafting: when the player tucks closely behind another car in nearly the same lane, show blue/cyan slipstream streaks behind/in the player's view, display a HUD message such as "Draft +X% behind [driver]", and provide a speed/acceleration bonus. Holding Space close behind can add a bump-draft boost, unless under caution or in the pits. Implement pit road on the infield/front-stretch side. Press E or use a visible "Pit / Repair" button to request a stop; the request is honored when the player reaches the front-stretch pit-entry window. Move the player into the pit lane and slow down for a roughly four-second service. Refuel to 100%, restore tires, clear damage, and then return to the racing lane. Show "PIT REQUESTED — TAKE PIT ROAD", "PIT ROAD — TIRES, FUEL, DAMAGE", and "PIT COMPLETE — GO GO GO" feedback. The pit button is hidden while the paint panel is open and visible during gameplay. HUD: At top-left, show a translucent dark rounded leaderboard panel titled "PLACEMENT", listing the top ten fictional drivers with positions and lap numbers; highlight the player in cyan. At top-right, show a translucent dark status panel with GREEN or CAUTION and the mode, current position out of 24, current lap/total, approximate speed in mph, drafting feedback and target, pit status, Fuel percentage, Tires percentage, Dmg percentage, and percentage progress toward night. Put race banners near the upper center in amber. On desktop, show a bottom help strip: "W/↑ gas • S/↓ brake • A/D or ←/→ steer • Space bump-draft • E pit • P paint panel". On small screens, replace/reinforce keyboard input with three large circular blue mobile buttons at bottom-left: left, gas/up, and right; support press-and-hold steering/throttle. Make the interface responsive, with the status HUD moved toward the lower-right on mobile and the paint panel spanning most of the lower screen. Use a polished arcade-simulation presentation: realistic but stylized low-poly race cars, dark asphalt and grass, reflective/bright paint, smoke puffs, skid marks, floodlight glow, translucent navy HUD cards, amber headings, cyan player/draft highlights, and blue gradient controls. The core loop must be immediately playable after pressing Start, with all 24 cars circulating the oval, collisions/cautions/pit stops possible, a functioning leaderboard and status HUD, and a clear lap-based finish condition.