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Arcade › Streetline Skate
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vitor hugo Dos santos alves built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Streetline Skate yet. Play it, then tell Vitor hugo Dos santos alves what you would add next.
Streetline Skate was built by Vitor hugo Dos santos alves 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 Streetline Skate 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.
Rebuild a third-person 3D skateboarding game titled “Streetline Skate” using Three.js-style rendering and a lightweight rigid-body physics system. The playable scene is a large urban skate plaza under a clear pale blue sky, with soft fog in the distance, directional sunlight, ambient sky fill, shadows, and a muted low-poly/material-realistic look. Use a wide perspective camera (about 58 degrees) that follows behind and above the skater, approximately 7.5 units back and 4.3 units high, looking toward the skater’s upper body; smoothly interpolate the camera as the player moves and rotates. The player starts at the origin on a central north/south road, standing on a skateboard. Build the avatar from simple 3D primitives: a blue hoodie torso, dark pants, light shoes with dark soles, skin-colored head and hands, a dark cap with a small visor, and a dark backpack. The skateboard should be clearly visible beneath the feet: an orange-red deck, metallic trucks, and four dark wheels. Keep the avatar upright and lock its physics rotation, while its visual heading follows the steering direction. Create a broad map with a dark base ground and a lighter gray central road roughly 14 units wide and 96 units long. Add raised concrete curbs along both road edges, repeated small yellow lane markers down the center, and darker transverse blocks at the road ends. To the left, create a large concrete plaza with four simple benches (dark seats and metal legs), a low and a high rectangular grind ledge with thin metallic coping, and a low plaza rail between two metal bases. To the north/right side, include a broad concrete plaza and a six-step central stair set with a metal handrail. Add a low manual pad with metal coping, a wooden box, two slanted concrete bank obstacles, and two raised quarter-pipe-like ramps at the far end with metallic coping. In the right/lower area, make a small bowl-like feature from several concentric raised gray circular rings. Place a few simple tall dark city blocks around the perimeter, each with a slightly overhanging yellow roof, to provide urban scale. The obstacle geometry should be visually present and the main ledges, manual pad, box, and stairs should have simple box collision bodies. Use gravity around -9.81 Y, a fixed physics step of 1/60 second, a dynamic player body with substantial mass, linear damping, angular damping, and ground friction. The player’s capsule collider should rest on the ground. Movement is momentum-based: W or Up Arrow performs a short forward push impulse, with a cooldown of about 0.58 seconds so holding the key produces distinct repeated pushes; rolling resistance gradually slows the skater. S or Down Arrow brakes strongly toward zero. A/D or Left/Right Arrow steer the heading, with turning becoming more responsive as speed rises but still allowing slow steering. Align movement to the skateboard’s nose: calculate forward and sideways velocity from the current heading, damp sideways velocity heavily for predictable grip, apply rolling/braking damping, and cap horizontal speed at about 11 m/s. The skater should move forward in the direction it faces rather than sliding sideways. Clear keyboard focus/blur behavior and prevent the arrow keys from scrolling the page. The HUD is fixed over the canvas with two dark translucent rounded panels and light text. At upper left show “STREETLINE” in bold uppercase and the stage label “Etapa 2 · Movimento” (if matching the provided screenshot/version, the stage text may read “Etapa 1 · Base física”). At upper right show “Velocidade: 0.0 m/s” initially, updating continuously to the player’s horizontal speed with one decimal place, and underneath show “Mapa urbano · W empurra · A/D direcionam.” Use a full-viewport canvas, no visible menus, enemies, score, timer, lives, or win condition: the core interaction is freely skating around the urban obstacle course and seeing the speed readout respond. Match the attached visual language: pale blue background/sky, initially spacious third-person view with the world/player potentially far below the HUD framing, dark blue-gray rounded HUD panels, and clean minimal typography.