Arcade › Stormline Plains
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ryder collier built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stormline Plains yet. Play it, then tell ryder collier what you would add next.
Stormline Plains was built by ryder collier 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 Stormline Plains 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 playable 3D top-down storm-chasing game titled “Stormline Plains // Live Chase.” Use a Three.js-like low-poly, stylized field simulation viewed from an angled, zoomable top-down camera. The world is a large flat green prairie under a blue sky/fog, with soft shadows and warm sunlight. Build a 320 by 320 ground area containing a north-south dark paved highway and an east-west highway with pale yellow dashed lane markings, brown dirt roads, rectangular crop fields in alternating muted yellow-green tones, blue water areas (a long river to the north, a lake to the west, and another to the east), distant gray mountain blocks along the eastern edge, and clusters of simple dark-green low-poly trees. Include several small towns made from blocky buildings, signs, and water towers, plus landmarks: a garage/base near (-34,-22) with a yellow roof and glowing beacon, a yellow gas station to the east, a red repair shop to the west, and an emergency shelter to the north. Optionally use simple commercial-building and pine-tree low-poly assets, but preserve the blocky geometric visual style. The player is a compact stylized research truck/chase rig starting beside the base garage at approximately (-34,-22). Model it from simple shapes: a blue rectangular body, pale blue cab, vertical radar mast, and a glowing yellow radar dish on top. The player is controlled with WASD or arrow keys, with Shift for run/turbo and Space for jump/bounce. Allow camera orbit/drag and mouse-wheel zoom. Keep the player’s movement responsive and show the truck from the elevated top-down camera. Place four moving weather systems around the plains: a blue rotating SUPERCELL near the center/east, a TORNADO toward the northwest, a brown DUST STORM toward the east/northeast, and a FLASH FLOOD toward the southwest. Each storm should have a translucent colored spherical core, a flat warning/danger ring, and a rotating/animated appearance; the tornado additionally has a translucent dark funnel. Storms drift slowly over time. The currently selected storm should have a strong yellow/white highlighted ring. Add a subtle blue point-light glow around the selected storm. Implement the core chase loop: the player tracks the selected storm, approaches its rotating core, and can press “Deploy Probe.” A probe deploy succeeds only when the truck is within 20 meters of the selected storm, awarding 25 data and80 cash and showing a toast notification such as “Probe deployed — high-value wind data secured.” If too far away, show “Too far from the storm core. Move closer.” Staying close to a storm produces data and cash continuously, but proximity causes hull damage rapidly, especially inside roughly 30 meters. Moving consumes fuel faster; idling still consumes a small amount. Display critical warnings when hull is low and fuel is nearly empty. When near the base, gradually restore hull and fuel. The Repair button costs20 and restores hull to 100% if the player has enough cash and hull is damaged; otherwise show an unavailable message. Use a mission panel with the initial mission “MISSION // Intercept the cell” and explanatory text: “Drive toward the rotating storm core. Deploy a probe inside the yellow ring, then escape before the wind tears up your rig.” A “Track Storm” button cycles the active target through the storms and advances through the visible mission text variants: “Photograph the wedge,” “Rescue at Prairie Fork,” and “Flood survey,” with descriptions about approaching the tornado, reaching the town shelter, or collecting flood-corridor data. The button should also show a short “Radar retuned to a new target” toast. Create a dark translucent glass HUD over the game. At the top, show the title “STORMLINE PLAINS // LIVE CHASE” and live stats: Cash starting at,250, Fuel starting at 82%, Hull starting at 100%, and Data starting at 0. In the upper-right, place a “Mobile Doppler” panel showing the selected weather type, a live radar canvas with concentric range circles, crosshairs, a rotating sweep line, storm returns represented as glowing blue/orange/red/yellow blobs, and a white truck-direction marker. Under it show a readout in the format “SUPERCELL // [distance]m // threat [percent]%,” with the selected storm highlighted. Include side-by-side “Deploy Probe” and red “Repair20” buttons. At bottom-left show the mission panel and its gold “Track Storm” button. At bottom-right show “Field controls” with Move WASD/arrows, Run/Turbo Shift, Jump/Bounce Space, and Camera Drag/wheel, plus the hint “Stay near storms for richer data — but damage rises fast inside the core.” Use rounded dark navy panels with subtle cyan borders, blur, shadows, pale blue text, and gold/orange action buttons. Make it responsive: hide the controls panel on narrow mobile screens and reduce panel widths while keeping the radar, mission, and top stats visible. Add brief centered toast notifications for actions and warnings. There is no separate combat system; the goal is to manage risk, gather storm data, deploy probes, earn cash, and survive the chase.”,More free browser games