Skip to content

Arcade › Urban Drive

Urban Drive

  • 3d
  • driving
  • city
  • free-roam
  • arcade
  • missions
  • webgl
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aliyu Yahaya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Urban Drive yet. Play it, then tell Aliyu Yahaya what you would add next.

Make your own game

Urban Drive was built by Aliyu Yahaya 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 Urban 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.

Read the build brief for Urban Drive

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-playable 3D third-person urban driving game titled “Urban Drive.” Use a Three.js-style WebGL scene with a 60-degree perspective camera, soft shadows, ACES-like cinematic tonemapping, a pale blue daytime sky with matching distance fog, and a dark glassy neon-accented interface layered over the world.

World and camera: Build a free-roam city grid on a large square grassy ground plane. The drivable layout has broad dark asphalt avenues crossing the map: horizontal roads at z=-42, 0, and 42, vertical roads at x=-42, 0, and 42, plus outer perimeter roads around x/z ±78 and a bridge/road extending toward a river at the far north (positive z). Add small yellow lane dashes along the main avenues, gray sidewalks and sidewalk blocks, a blue-green river occupying the northern edge around z=112, and a bridge through it. Populate the city with a mixture of tall commercial skyscrapers around the downtown blocks, low shop buildings along the outer avenues, a row of industrial buildings on the western side, and stylized large trees in park/green areas and beside the river. Use low-poly Kenney-like city, vehicle, and tree assets if available; otherwise use simple geometric substitutes. The scene should feel like a compact city driving slice rather than a racing track.

Player vehicle and handling: Place the selected vehicle near (0, 56), facing toward negative z. Include a garage with six selectable rides: Vela Compact hatchback, Aster Sedan, Rook Coupe, Morrow SUV, Atlas Pickup, and Lumen Executive. Visually use sedan/sports-car models for most and an SUV model for the SUV/pickup, with fallback boxy cars consisting of a colored body, dark cabin, and four wheels. Give each vehicle distinct handling stats: hatchback balanced with top speed about 34 m/s, sedan about 38, sport about 52, SUV about 35, pickup about 32, and luxury about 44; acceleration, braking/drag, grip/turn response, and weight should vary so the garage choices matter. Drive with WASD or arrow keys: W/up accelerates, S/down reverses/brakes, A/D or left/right steer, and Space applies a handbrake that rapidly reduces speed. Cap and smooth speed, rotate the vehicle according to steering and current direction, and clamp the vehicle within roughly x/z ±103. Drain a fuel meter slowly based on absolute movement speed, starting at 100%; there is no health/damage system. Add bright white headlights and red rear/brake lights; L toggles lights and changes the scene’s sun intensity. C cycles between a pulled-back chase camera and a close hood/interior-like camera. Esc pauses. The H/horn control may be shown in the interface, but the reference mechanics do not implement a horn sound or visible horn effect.

Traffic and objective: Add ten simple colored AI traffic cars on the north-south lanes, moving continuously up and down the vertical roads and wrapping around when they pass the city bounds. Use varied red, yellow, blue, gray, and purple body colors. Add a glowing pink torus destination marker hovering over the target location. Free drive starts with the objective “Explore Meridian City.” Include three mission choices from the Mission Briefing screen: “Courier Run · reach North Market,” a 90-second mission worth 250 credits with destination (62,-62); “Downtown Ring · reach River Bridge,” a 70-second mission worth 400 credits with destination (0,108); and “Precision Park · reach Parkside,” untimed and worth 150 credits with destination (-62,18). A mission timer counts down for timed missions. Completing a mission by getting within about 5 world units displays “Mission complete · +N credits”; timing out displays “Mission failed · restart from pause.” Restart resets the car to its starting point and speed.

HUD and menus: On the initial screen show a centered dark translucent rounded card with a thin blue border, large cyan uppercase “URBAN DRIVE” title, subtitle “A free-roam city driving slice — built original for the open road,” and buttons Start Driving, Vehicle Garage, Mission Briefing, and Settings. Below, show the controls hint “WASD / arrows drive · Space handbrake · H horn · L lights · C camera · Esc pause.” Start Driving enters free drive. The garage screen lists each vehicle with name, approximate km/h top speed, and a simple “Heavy” or “Balanced” descriptor, and provides Back and Drive Selected. The mission screen explains that routes earn credits by reaching glowing destinations and lists the three missions plus Back. Settings shows basic nonfunctional-looking presentation controls for Graphics (Balanced/High), Sound, and Camera sensitivity, plus Back.

During play, show a transparent dark HUD: top-left/top-center objective pill with Objective label, current objective, and timer/reward/free-drive text; top-right pill reading “Weather · Time” and “Clear · 14:30,” with the clock advancing slowly while driving. At bottom-left display a large numeric KM/H speed readout, gear P/D/R, fuel percentage with cyan/green horizontal bar, and selected vehicle name. At bottom-right show a small dark minimap with faint road lines, a glowing yellow player dot, and pink destination dot; update both dots based on world position. Include Lights, Camera, and Pause buttons on desktop. On narrow/mobile screens hide those desktop controls and show touch controls: a directional pad for left/up/right/handbrake/down and separate H and L buttons. The pause screen should offer Resume, Vehicle Garage, Restart Mission, and Return to Menu. Maintain a polished dark navy, cyan, muted-blue, and pink visual language with rounded panels, backdrop blur, and subtle glowing markers, while keeping the game itself a calm free-roam city drive with no combat.

More free browser games

Browse the whole Arcade →