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Arcade › Trans-Caspian Drive
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Səməd Babayev built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Trans-Caspian Drive yet. Play it, then tell Səməd Babayev what you would add next.
Trans-Caspian Drive was built by Səməd Babayev 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 Trans-Caspian Drive 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.
Create a browser-based Three.js 3D free-roam driving game titled "Trans-Caspian Drive". Use a third-person chase camera behind and slightly above a yellow/gold VAZ 2107-style taxi, with a large blocky low-poly vehicle model, visible rear window, bumpers, wheels, and roof sign. The player taxi starts at the Baku junction and drives through a stylized, simplified Trans-Caspian regional road network. Controls should support WASD and arrow-key driving/movement, Shift for running/faster movement, Space for handbrake/jump behavior, mouse drag to look around, and mouse wheel to zoom. The camera should follow the player in a third-person mode and the player should be able to freely explore rather than follow a forced race track. Build a low-poly urban/regional environment under a pale blue sky with light atmospheric fog, soft shadows, and a muted arcade aesthetic. The ground is broad green/olive terrain, while roads are dark charcoal rectangles with small pale yellow/cream lane markers. The central Baku junction has a north-south road and an east-west road, with long connected corridors extending westward. Place simple boxy roadside apartment/commercial buildings on both sides: beige concrete blocks with repeated square blue-gray windows, plus occasional dark blue glass buildings. Include sparse field blocks, roadside structures, streetlights, and imported-looking stylized commercial buildings. Keep the visual language geometric, clean, and toy-like rather than photorealistic. Implement the connected route layout and readable destination markers shown by the game: BAKU near the starting junction; ALAT, HAJIGABUL, KURDAMIR, UJAR, YEVLAX, MINGACHEVIR, GANJA, SHAMKIR, TOVUZ, AGSTAFA, QAZAX, RED BRIDGE, RUSTAVI, TBILISI, BATUMI, SARPI, TRABZON, ANKARA, and ISTANBUL along the main western route; and XIRDALAN, SUMQAYIT, QUBA, XACMAZ, RUSSIA BORDER, MOSCOW, and SAINT PETERSBURG along the east/right branch. Represent route names using floating dark rounded rectangular labels with white text above the road. The main junction should also have a large directional sign explaining: straight toward QAZAX, TBILISI, and ISTANBUL; left toward XIRDALAN, SUMQAYIT, QUBA, and XACMAZ; and toward the Russia border. Roads should be open for free roaming, with the visible route network including a Russia branch to the right. Add twelve simple civilian sedan traffic vehicles, mostly red/orange and other simple low-poly colors, traveling along the main corridor in two lanes. They should move forward along the road and recycle back to the distant end after passing the player, creating ambient traffic without combat or racing. Add three border crossings: RED BRIDGE between Azerbaijan and Georgia, SARPI between Georgia and Turkey, and RUSSIA BORDER on the right branch between Azerbaijan and Russia. Each crossing has a broad gate/customs structure, side security buildings, and a yellow horizontal barrier arm. When the player is close to a gate, show an on-screen interaction button; pressing E or the button opens the barrier and displays a toast such as "gate opened — crossing into GE/RU/TR". Pressing it again reports that customs is cleared and the destination currency is active. The barrier should visibly rotate upward when opened. Determine the displayed country/currency from player location: AZN in Azerbaijan, GEL in Georgia, TRY in Turkey, and RUB near/inside the Russia branch. Create a dark translucent glass-style HUD over the 3D scene. At top left show the title "TRANS-CASPIAN DRIVE" and subtitle "AZ · GE · TR · RU / FREE ROAM PROTOTYPE". At top right show level, XP, current country/currency, and money, initially level 1, XP 0, country AZN, and 1200 money. Center-top show a route panel reading approximately "BAKU MAIN JUNCTION · STRAIGHT: QAZAX → TBILISI → ISTANBUL | LEFT: XIRDALAN → SUMQAYIT → QUBA → XACMAZ → RUSSIA". At bottom right show a radar/minimap in a dark blue square, with crossing yellow/blue axes and a red player dot centered; show nearby destination points as small yellow marks and display the current country abbreviation. At bottom left provide buttons for Jobs, Vehicles, Map / Radar, Character, and Settings. Show a small control hint near the bottom: "WASD / arrows to drive · Shift run · Space handbrake/jump · drag to look · wheel zoom". Implement the menu panels as functional prototype UI. Jobs opens "Legal jobs & missions" with selectable options: Taxi driver (deliver a passenger to Tbilisi, +250 AZN and +100 XP), Courier / delivery (roadside delivery, +180 AZN and +80 XP), Bus driver (unlocks at level 2, +420 XP), and Police career (visit the department NPC). Selecting these should immediately award the displayed prototype money/XP and show a toast; promote to level 2 once XP exceeds 300. Vehicles opens a Garage / Dealership list with VAZ 2107 FREE starter, BYD Destroyer 05 for 4,500 AZN, BMW M5 F90 for 12,000 AZN, and Mercedes CLS 63 for 9,000 AZN, plus text saying customization includes colors, wheels, and safe cosmetics and that motorcycles/buses are planned slots. Map opens a description of the free-roam corridor from Baku through Western Azerbaijan, Red Bridge, Georgia, Sarpi, Turkey, plus the Quba-to-Russia branch. Character shows current level/XP and placeholder buttons for jackets, pants, hats, and shoes. Settings includes Toggle day/night, Toggle weather, and Server 1 through Server 10; day/night should alter lighting and sky/fog tone, while weather can be represented as the prototype's rain-enabled state/toast rather than inventing a complex weather system. Use toast notifications for gate actions, mission acceptance, lighting changes, and weather changes. Keep server/account/social features explicitly as offline UI placeholders, and do not add combat, fuel, health, racing laps, or other mechanics not present in this prototype.