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TinyGTA

  • 3d
  • driving
  • sandbox
  • arcade
  • mobile
  • open-world
0
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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. Reza Bedari built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about TinyGTA yet. Play it, then tell Reza Bedari what you would add next.

Make your own game

TinyGTA was built by Reza Bedari 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 TinyGTA 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 TinyGTA

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 lightweight third-person 3D driving sandbox called TinyGTA using Three.js with no build step. Render a dark, stylized low-poly city from a smooth chase camera behind and above the player car. The world is a 5-by-5 grid of city blocks: broad dark charcoal roads arranged in horizontal and vertical lines, gray sidewalk pads inside the blocks, and several simple rectangular blue-gray buildings per block with varied widths, depths, and heights. Buildings have slightly translucent/glassy cap sections near their roofs. Add a dark ground plane, atmospheric fog, soft daylight, shadows, and a distant ring of tall blocky skyline towers. Keep the overall palette moody navy/gray with bright gameplay accents.

The player is a compact cyan-blue arcade car centered in the scene, built from simple boxes: a low rectangular body, dark translucent cabin, and four black cylindrical wheels. It starts at the city center facing along the road. Use arcade vehicle physics: W accelerates, S brakes/reverses, A/D steer on desktop; steering becomes effective with speed, the car has acceleration, drag, capped speed, and building collision resolution that pushes it out of rectangular building colliders and slightly bounces/slows it after a hard crash. Press R to reset the car, clear Wanted, and hide the police. The camera follows from roughly 9.5 units behind and 5.2 units above the car, smoothly interpolating and looking toward the car.

Place 18 floating green cylindrical cash pickups randomly on road lines. They bob vertically and rotate; driving within about 2.2 units collects one, adds 100 Cash, removes it, and immediately respawns another pickup elsewhere on a road. Place 14 orange traffic-cone props randomly on roads. Hitting a cone hides it for three seconds, then respawns it at a new road position; if the car is moving faster than roughly 6, increase Wanted by 1. Hard impacts into buildings while traveling fast also gradually increase Wanted. Wanted is capped at 5 and slowly decays only after a delay. When Wanted becomes positive, spawn a dark police car roughly 35–53 units away on a nearby road and have it chase the player. The police car is boxy and dark gray with a dark cabin, four wheels, and a small roof lightbar split into blue and red lamps. It turns toward the player, accelerates, has drag and collision handling, and increases wanted pressure when very close. Hide/deactivate the police when Wanted reaches zero. There is no hard win or lose state: the goal is to explore, collect cash, and evade the police in a sandbox score chase.

Overlay the game with a clean responsive HUD. At the top, show three spaced values labeled Cash, Wanted, and Speed, initially all 0, in large pale text inside a translucent dark rounded rectangular bar with a subtle border and blur. Show a small instruction line below: on touch, “Touch: joystick + brake • Desktop: WASD • R to reset”; on non-touch desktop use “Desktop: WASD • R to reset”. Display Speed as the rounded velocity converted to a km/h-like number. On touch devices, place a large translucent circular virtual joystick at bottom left with a smaller movable knob; its horizontal axis steers and its vertical axis accelerates forward/backward. Place a large translucent reddish rounded rectangular BRAKE button at bottom right; holding it brakes/reverses. Hide touch controls on non-coarse-pointer desktop. Start with a full-screen dark translucent/radial-gradient title overlay reading “TinyGTA”, subtitle “Drive. Collect cash. Don’t get wanted.” and a “Tap to Start” button; clicking/tapping the overlay starts the simulation and removes the overlay. Before starting, show an idle camera orbit around the central city/car. Use responsive full-screen canvas rendering, pointer events for joystick and brake, and a dark navy background with restrained white translucent UI styling.

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