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Sunset District

  • 3d
  • third-person
  • action
  • exploration
  • open-world
  • driving
  • urban
  • arcade
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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. q lu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunset District yet. Play it, then tell q lu what you would add next.

Make your own game

Sunset District was built by q lu 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 Sunset District 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 Sunset District

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 action/exploration game titled “Sunset District,” built with Three.js. The player explores a compact low-poly city district from an over-the-shoulder camera. Use a large square grassy ground plane, three long east-west asphalt avenues at z=-36, 0, and 36 with sidewalks on either side, three north-south cross streets at x=-54, 0, and 54, and simple pale lane markings at the central intersection. Fill the surrounding blocks with repeated Kenney-style commercial city building models in varied rotations and slightly varied scales. Add 22 simple dark streetlight poles with small glowing warm-yellow lamps along the district edges. Use a blue-sky/blue-gray environment with fog, directional warm sunlight, soft shadows, and a stylized low-poly urban look.

The controllable avatar is a simple blue capsule-shaped person, initially at approximately (-12, 0, 18). Use a third-person camera that follows the avatar at about six units behind it. On foot, support WASD movement, Shift sprinting, Space jumping, and E interaction; clicking fires. Keep a centered white crosshair. The avatar can fire small glowing pale-yellow spherical projectiles in the camera-facing horizontal direction. Projectiles travel quickly and disappear after about 1.2 seconds. There is no demonstrated projectile collision or enemy combat behavior, so do not invent damage systems for NPCs.

Place a red race-car model near the player at approximately (-6, 0.25, 18). Press E when within five units to enter it: hide the avatar and switch to vehicle driving. While driving, use WASD or arrow keys: W/Up accelerates, S/Down reverses, A/Left and D/Right steer. Give the car inertia, braking/friction, a maximum forward speed around 24 and reverse speed around 11, clamp it within roughly x/z ±100, rotate it according to heading, and use a chase camera about seven units behind and 4.5 units high. Press E again to exit, placing the player just beside the car. On desktop, clicking fires whether on foot or in the car; on small screens provide circular E and fire touch buttons.

The core objective is a single job: show a bright emissive yellow circular ground marker with a yellow ring at approximately (48, 0.12, -48). Make the marker rotate and the ring slowly animate. The HUD says “Current objective — Reach the yellow marker.” The player or car completes the mission when within four units of it, awards 
,500, sets wanted level to zero, and changes the objective to “Free roam — cause trouble or explore.” Before completion, display a bottom hint such as “Explore the city — find the yellow marker”; while driving, use “Drive to the yellow marker.” Show a brief gold toast saying “Job complete +
,500.” Include twelve simple stationary civilian capsule NPCs distributed around the streets, colored in repeating red, green, and orange, with a tiny idle vertical bob and slow rotation. They are scenery only. Track cash, health, wanted level, and shot count: initialize cash at
,500, health at 100, wanted at zero, and display a five-star wanted meter with filled gold stars. Each shot increases wanted to at least one and then by one for every four shots, capped at five; firing does not otherwise need to create NPC reactions. Health remains 100 in the shown mechanics unless the creator adds only a faithful downed-state shell: if health reaches zero, stop gameplay and show “Downed — press R to restart,” with R resetting cash, health, wanted, shots, player position, and car position. Do not add unshown missions, weapons, police, traffic, inventory, or NPC AI. Design the fixed HUD as a dark translucent rounded panel at the top-left with a thin border and blur: gold uppercase title “SUNSET DISTRICT,” “Cash
,500,” “Health 100,” and a control line that changes between “On foot · WASD move · Shift sprint · Space jump · E enter car · Click fire” and “Driving · WASD steer · E exit · Click fire.” At top-right, right-align gold uppercase “CURRENT OBJECTIVE,” the objective text, and a five-star meter. Put a pill-shaped dark hint at the bottom center. Use a small white plus crosshair at screen center and gold toast notifications near the upper middle. Keep the overall presentation dark, polished, minimal, and game-like, matching the supplied screenshot’s HUD styling even though the actual 3D scene may be dim/foggy until assets load.

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