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Arcade › TrackForge Sprint

TrackForge Sprint

  • 3d
  • racing
  • time-trial
  • arcade
  • low-poly
  • level-editor
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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. Corbin Sullivan (Student) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about TrackForge Sprint yet. Play it, then tell Corbin Sullivan (Student) what you would add next.

Make your own game

TrackForge Sprint was built by Corbin Sullivan (Student) 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 TrackForge Sprint 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 TrackForge Sprint

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 playable 3D time-trial racing game titled “TrackForge Sprint.” Use a third-person chase camera behind and slightly above a small low-poly race car, with the camera smoothly following the car’s heading and looking toward it. Render a bright stylized outdoor environment with a pale blue sky/background, atmospheric blue fog, soft shadows, green grass surrounding the track, and scattered gray low-poly rock scenery around the course. Use simple polished low-poly materials: dark charcoal asphalt, alternating red and white curbs, yellow road stripes, cyan glowing checkpoint gates, and an orange/white finish structure and finish line. The game should feel like an arcade sprint rather than a realistic simulator.

Build three selectable predefined closed courses, each made from straight road segments with approximately these layouts and names: “Canyon Sprint” (width 12; points (-22,40), (-22,10), (-12,-12), (10,-16), (24,-2), (24,25), (6,42), (-22,40)); “Harbor Loop” (width 13; points (-30,45), (-6,45), (26,33), (26,6), (8,-18), (-22,-22), (-34,0), (-30,45)); and “Alpine Switchbacks” (width 11; points (-12,46), (16,46), (24,29), (2,16), (20,2), (22,-23), (-6,-38), (-28,-20), (-18,4), (-30,24), (-12,46)). Add three sequential cyan semicircular checkpoint gates per course at the corresponding course locations: Canyon (-22,15), (-2,-15), (24,18); Harbor (-18,45), (26,20), (-18,-20); Alpine (20,31), (12,2), (-20,-18). Place a finish gate and broad white finish stripe at the listed start/finish point for each course: Canyon (-22,40), Harbor (-30,45), Alpine (-12,46). Add repeated short yellow center/road stripes along straight segments and gray rocks around the outer area.

The player starts just before the first course point, facing along the track. Implement arcade car physics controlled by WASD or arrow keys: W/up accelerates forward, S/down brakes or reverses, A/left and D/right steer, Space applies a handbrake, and R resets the current run. Cap forward speed around 26 world units per second and allow reverse down to about -8. Steering should become less grippy at higher speed; smoothly damp steering and velocity for an easy-to-control drifting/arcade feel. Keep the car constrained to the road: when it goes beyond the road edge, slow it and gently push it toward the nearest road centerline. Custom orange-and-white barriers placed by the creator should block the car and bounce/reverse its speed on contact.

The run flow is: an idle title overlay appears initially with the title, the instruction text “WASD / arrows to drive · Space handbrake · R reset,” and a Start Run button. Starting a run shows a 3, 2, 1, GO! countdown, then begins timing. The player must pass checkpoints in order; only after all three checkpoints are reached can crossing the finish location complete the run. Show transient messages such as “Checkpoint 1/3,” and when finished show the completion overlay and the elapsed result. Store the best time separately for each course in browser local storage. If a new best is achieved, save the sampled run path and show a message like “New best! X.XXX seconds”; otherwise show the finish time and invite the player to race again.

Add a translucent cyan-blue ghost car that replays the stored best run path during a running attempt, with a Ghost: On/Off toggle. The HUD must be a fixed dark translucent glass-style interface over the canvas. At top left show four compact stats labeled TIME, BEST, CP, and SPEED, with time and best formatted to three decimals, checkpoint progress such as 0/3, and speed as a rounded displayed value. At top right show a level select dropdown, orange Start Run button, Reset button, Ghost: On button, and Level Creator button. Use rounded dark navy panels, thin subtle borders, white bold text, muted blue-gray labels, and orange accent buttons.

Include responsive mobile controls at the bottom on narrow screens: circular outlined buttons for left and right steering on the lower left, and brake/reverse, accelerate, and handbrake on the lower right. These touch buttons should behave like held keyboard controls. Keep the game canvas full-screen and prevent page scrolling.

Implement a “Level Creator” editor mode accessible from the HUD. Show a right-side dark panel explaining: click the world to place a barrier, use Q/E to rotate it, Delete to remove the selected barrier, then save the layout. Clicking the 3D world places a bright orange rectangular barrier with a white diagonal stripe at the clicked rounded world position, provided it is not too close to the player; the new barrier becomes selected/highlighted. Q and E rotate the selected barrier in small increments, Delete removes it, Clear removes all barriers, Save Custom stores barrier positions/rotations locally, and Exit returns to race mode. Load saved custom barriers when the game starts. Keep the editor as a lightweight barrier-placement overlay, without inventing new track geometry or extra gameplay systems.

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