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Arcade › Turbo Ball
ein spiel bei dem du mit einem Ball und einem Auto Fußball spielst
Click the game above and it runs right here in your browser. No download, no installer, no account needed. birgmannlukas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Turbo Ball yet. Play it, then tell birgmannlukas what you would add next.
Turbo Ball was built by birgmannlukas 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 Turbo Ball 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 3D arcade game titled “Turbo Ball” using a third-person chase camera and simple Three.js-style geometry/materials. The setting is a large rectangular green football/soccer field under a bright cyan sky, with dark green low boundary walls, pale field markings (a center line, two additional transverse lines near the ends, two long side lines, and a large center circle), and simple white goal frames at both ends. Use directional sunlight, soft shadows, ambient hemisphere lighting, fog toward the horizon, and a clean colorful toy-like aesthetic. The player controls a purple toy monster truck/car viewed from behind and slightly above. It has four chunky dark tires and a compact purple body; load a toy monster-truck-style 3D model if available, otherwise build a low-poly substitute from boxes and cylinders. The car begins near the lower/near end of the field at approximately (0,0,24), facing toward the far end. Keep the camera smoothly following behind the car, offset roughly 11 units backward and 7.4 units upward, looking at a point about 2.3 units above the car. The camera should rotate with the vehicle and smoothly interpolate its position. Place one oversized off-white faceted soccer/football-like ball near the far side of midfield, initially around (0,3.2,-10). Make it a large low-poly icosahedron with a subtle dark wireframe/faceted patch overlay. It is a physics object: it falls under gravity, bounces from the ground with dampening, loses a little horizontal velocity on bounce, rolls visually, and bounces off the field boundaries with reduced velocity. Constrain the ball inside approximately x=-33..33 and z=-51..51. The car can hit the ball when within about 5.7 world units. On collision, push the ball away from the car based on the normalized separation vector; normal impact strength is based on car speed with a minimum, and adds upward velocity. Count one Ball-Kick and briefly show “KICK!”. If boost is active during the hit, apply a much stronger impulse and upward kick and show “BOOST-KICK!”. There is no goal-scoring or match reset requirement; the arcade objective is to drive around and kick the giant ball as many times as possible. Driving uses keyboard controls: W moves forward, S moves backward, A and D steer, J performs a salto/flip, and either left or right Ctrl activates boost. Forward speed should smoothly damp toward about 18 units/second; reverse is supported. Steering should turn the car more quickly at higher speed and reverse steering direction appropriately when traveling backward. Keep the vehicle inside x=-33..33 and z=-51..51. Boost only works while moving forward and while boost energy remains: it increases forward target speed by about 1.85x, drains the boost meter at about 32 percentage points per second, and otherwise regenerates at about 8 points per second up to 100%. J only works while grounded, launches the car upward with strong vertical velocity, rotates the model through one full forward flip, and shows “SALTO!” briefly. Use gravity to bring it back to the field. Do not allow repeated air jumps. Add a fixed, pointer-transparent HUD over the canvas. In the upper-left, show a dark translucent rounded panel with large bold yellow text split across two lines: “TURBO” and “BALL”. In the upper-right, show a dark translucent rounded statistics panel with right-aligned rows: “Ball-Kicks: 0”, “Boost: 100%”, and “Speed: 0”; update all values live, with the numeric values in bright aqua/teal. In the lower-left, show a matching dark translucent instruction panel reading “W vorwärts · S rückwärts · A/D lenken · J Salto · Strg Schub” (it may wrap onto two lines on narrower screens). Brief centered dark-panel feedback messages such as “KICK!”, “BOOST-KICK!”, and “SALTO!” should fade in near the upper-middle of the screen and then fade out. Use rounded corners, subtle borders, blur/translucency, and soft shadows for the panels. The canvas fills the viewport, supports resizing, and the game starts immediately with Ball-Kicks 0, Boost 100%, Speed 0.