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Street Run

  • 3d
  • third-person
  • adventure
  • urban
  • mission
  • stylized
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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. test built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Run yet. Play it, then tell test what you would add next.

Make your own game

Street Run was built by test 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 Street Run 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 Street Run

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 Three.js third-person 3D game titled “Street Run.” The player controls a simple stylized humanoid made from a blue capsule-shaped body and a peach spherical head, initially positioned near the southeast side of a small city intersection. Use a follow/third-person camera behind and above the player, with smooth movement and a camera distance of about 6 units. The player can move with WASD or arrow keys, run while holding Shift, jump with Space, and support a mobile virtual joystick. Show the player’s facing direction based on movement.

Build a compact urban block environment on a large dark green-gray ground plane. Place a broad dark asphalt road running north-south and another crossing it east-west, forming a four-way intersection. Add repeated small yellow lane dashes along both roads, and four large light-gray sidewalk slabs around the intersection. Surround the area with four tall, simple commercial-city buildings: two toward the north and two toward the south, placed to the left and right of the roads. Add four curved street lamps near the corners of the intersection. Use low-poly/stylized city asset models where available, with shadows enabled.

The objective is a single mission: reach the garage marker located north of the starting point, beyond the intersection, around position (0, -12). Represent the destination as a highly visible glowing yellow circular ring on the ground, a translucent yellow square/pad, and a thin yellow beacon rising above it; animate the ring and gently bob the beacon. When the player comes within roughly 1.7 world units of this marker, complete the job once: add 
50 to cash, increase reputation by 1, and display a centered temporary “JOB COMPLETE” notification with the message “Clean getaway. +
50 cash.” Then change the mission header to “FREE ROAM” with the subtitle “The city is yours — explore the blocks,” leaving the player free to walk around. Use a cool muted visual style: pale blue-gray sky/background with matching distance fog, dark charcoal road, muted green-gray ground, light gray sidewalks, yellow road markings and destination marker, and soft directional sunlight with ambient hemisphere fill. Enable antialiased rendering, shadows, filmic tone mapping, and a slightly cinematic third-person presentation. Add a fixed dark translucent HUD over the game. At the upper left, show rounded pills reading “CASH
50” and “REP 0,” with the numeric values highlighted in yellow; update them after completion. Center the top mission panel in a rounded dark bordered box showing “GET TO THE GARAGE” and “Walk to the yellow marker” initially. At the bottom center, show the instruction line “WASD / arrows to move · Shift to run · Space to jump · mobile joystick supported.” On completion, show the centered dark notification described above for about three seconds. Make the layout responsive and keep the HUD non-interactive so it overlays the 3D scene.

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