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Orbital Avenue

  • 3d
  • sci-fi
  • space-exploration
  • third-person
  • procedural
  • browser-game
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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. Rory Snowden built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbital Avenue yet. Play it, then tell Rory Snowden what you would add next.

Make your own game

Orbital Avenue was built by Rory Snowden 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 Orbital Avenue 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 Orbital Avenue

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-based third-person 3D exploration game titled "Orbital Avenue" using Three.js. The visual style is dark futuristic sci-fi with a nearly black navy space background, exponential fog, bright blue-white lighting, glowing emissive neon accents, translucent rounded glass HUD panels, and simple low-poly procedural geometry. The game has two modes: free flight in space and walking on a planet surface.

Space mode: Show a small stylized player spacecraft centered in a third-person chase camera. Build the ship from a cyan glowing six-sided cone/hull oriented forward along its local -Z axis, with a thin magenta-pink rectangular wing piece. Place it in a large star field of roughly 1,000 small white points. In the world, create three fixed procedural destinations: Luma Prime (blue planet at approximately [-21,2,-28], radius 6, with orange city lights), Vermilion-9 (red/orange planet at [24,-6,-56], radius 7.4, with mint/cyan city lights), and Mosaic Moon (purple planet at [-28,13,-76], radius 5.4, with yellow city lights). Each planet should be a solid sphere with a faint transparent atmospheric shell and a thin tilted orbital ring. Around each sphere, generate about 34 simple box skyscrapers arranged in a circular orbital-city band, plus occasional tiny cars and colorful spherical citizens with two dark eyes and a curved smile. Use deterministic seeded randomness so the cities are stable.

Control the ship with keyboard W/S or up/down arrows to accelerate forward/backward, A/D or left/right arrows to strafe, Q/E to move down/up, and Shift for a 2.4x boost. Use acceleration, drag, and a capped speed so the ship glides rather than stopping instantly. Rotate the ship toward its velocity and smoothly follow it with a chase camera positioned behind and above, looking slightly ahead. Continuously identify the closest planet and display it as the destination; automatically land/switch to surface mode when the ship comes within roughly the planet radius plus 1.9 units.

Surface mode: Hide the space world and ship and generate a circular small city district for the selected planet on a dark teal cylindrical ground platform about 22 units wide. Add a central circular road/plaza, about 26 randomly arranged low-poly box skyscrapers in the selected planet's city color, occasional small cars, and colorful ball-faced citizens. Put the player at the center on a landing pad as a cyan-blue ball-faced character. Use a third-person character controller with WASD/joystick movement, gravity and jumping, with the camera following at about 7 units distance. Citizens should subtly rotate/animate. Allow returning to space with F or a visible LAUNCH button; restore the ship near the selected planet when launching.

HUD: Overlay fixed, non-interactive translucent dark-blue panels with subtle pale borders and blur. Top-left panel says "Orbital Avenue" in uppercase spaced cyan lettering and the subtitle "ball-faced citizens · procedural planets". Top-center panel shows "IN SPACE" or "ON SURFACE" and "Destination:" followed by the nearest planet name (or "Deep Space"). Top-right panel shows Distance and Speed; in space show the nearest distance rounded to an integer and current speed rounded to an integer, while on the surface show Distance 0 and Speed walk. Only show the cyan LAUNCH button at lower right in surface mode. At the bottom center show the control hint: "Space: W/S fly · A/D strafe · Q/E rise/drop · Shift boost · F launch back · Surface: walk with joystick/WASD". On touch devices, hide that hint and show a six-button directional control pad for Q/W/E and A/S/D on the lower right. Keep the game full-screen, resize the perspective camera responsively, and prevent page scrolling.

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