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Smiley Drift

  • 3d
  • racing
  • arcade
  • sci-fi
  • endless-track
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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. AVERY LUCKENBILL built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Smiley Drift yet. Play it, then tell AVERY LUCKENBILL what you would add next.

Make your own game

Smiley Drift was built by AVERY LUCKENBILL 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 Smiley Drift 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 Smiley Drift

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 arcade racing game titled “Smiley Drift.” Use a third-person chase camera behind and slightly above a yellow smiley-face orb traveling forward down a dark futuristic neon track. The scene should have a nearly black navy space/sport background with subtle exponential fog, dramatic cyan and purple lighting, emissive materials, and a glossy dark-blue rectangular road extending far into the distance. Put bright cyan neon rails along both road edges, a dashed center line made from short alternating cyan and magenta glowing stripes, and regularly spaced magenta beacon posts outside the track. Add several large checkpoint arches across the road at intervals: two dark blue/purple vertical supports at the sides and a glowing cyan horizontal top beam.

The player avatar is a bright yellow spherical smiley character positioned near the bottom-center/front of the track. Build the face from a yellow sphere, two small dark eyes on its front, and a curved dark torus-segment smile. It should cast shadows and have a soft warm emissive glow. Add three rival racers represented by smaller glowing colored spheres/orbs: pink “Astra” on the left, purple “Kite” on the right, and cyan “Pulse” farther left. They move toward the horizon at slightly different speeds and gently weave side to side; they are visual rivals to steer around, with no need to invent collision mechanics.

Gameplay is an automatic-forward three-lap race. The player starts at x=0, y=1.2, z=8 and travels in the negative-z direction. A Launch Race button starts or restarts the race; once started, the car advances automatically, while W/Up can be used as the accelerate input (the implementation’s started state also provides baseline forward motion). A/D or Left/Right steers horizontally, clamped to approximately the road bounds x=-10.7 to 10.7, and the smiley tilts/leans slightly while steering. Shift (either Shift key) activates boost while held; on touch, provide on-screen left, right, and BOOST hold buttons. Boost increases forward speed while held and accelerating, drains a visible energy meter, and otherwise gradually recharges to full. Move the player forward by distance and advance the lap every 68 units; finish after three laps, stop the race, and show a FINISH message with the elapsed time and a Race Again/Launch Race button.

Use a fast forward-moving visual effect: scatter many thin cyan and magenta glowing streaks/rectangular particles through the track and reset them behind the camera as they pass, making them move faster during boost. Keep the chase camera smoothly following the player’s x and z position and looking ahead down the track, with a small lateral response to steering. Render with antialiasing, shadows, ACES filmic tone mapping, and high emissive neon contrast.

Overlay a non-blocking HUD. At the upper left show a translucent rounded dark panel labeled “SMILEY DRIFT” and a large speed readout formatted like “000 km/h.” At the upper right show a matching panel labeled “RACE” and “Lap 1 / 3.” Center a start/title message near the upper-middle saying “Smiley Drift” and instructional text about driving the yellow smiley, W/Up acceleration, A/D or Left/Right steering, and Shift boost. Place a thin rounded boost bar centered along the bottom with a dark translucent background and a cyan/purple/white gradient fill. On smaller/touch screens, show three rounded bottom controls: left arrow, right arrow, and BOOST; hide those touch controls on wide desktop screens. Use a responsive full-screen canvas and preserve the dark navy/cyan/magenta sci-fi presentation shown in the reference.

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