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Velocity District

  • 3d
  • driving
  • arcade
  • racing
  • time-trial
  • urban
  • third-person
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. AI CREATE built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Velocity District was built by AI CREATE with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

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Read the build brief for Velocity District

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 driving game titled "Velocity District," with the presentation and mechanics of an arcade urban supercar time-trial called "Midnight Circuit." Use Three.js or an equivalent real-time 3D engine. Render a dark blue-gray city at a low, cinematic third-person chase angle: a red sports hatchback/supercar is centered in view, driving over a broad grid of dark roads and intersections. Build the city procedurally from many narrow road strips crossing at regular intervals, with scattered simple rectangular towers in muted navy, slate, blue-gray, and charcoal colors, occasional small rooftop blocks, a large bridge deck with supports in the distance, and a jagged low-poly mountain horizon. Use fog, shadows, a dark blue background, cool ambient/fill lighting, and warm directional sunlight that slowly changes over time, producing a moody cinematic dusk/daylight look. The ground should be a matte dark road material normally; when rain is toggled, switch it to a darker glossy/wet material and show a field of roughly 900 small blue-white falling rain particles. The scene is bounded to approximately a 70-by-70 city area.

The player car is a loaded or modeled red sports hatchback, scaled up and casting/receiving shadows. Start it at approximately (0, 0.02, 10), facing toward decreasing visual depth along the city grid. Give it simple arcade driving physics: W or Up accelerates, S or Down brakes/reverses, A/Left and D/Right steer, and Space acts as a handbrake that increases steering response and causes stronger speed damping. Clamp speed roughly from -8 to 34 internal units, gradually apply drag, move the car according to heading, and constrain its x and z position to about -35 through 35. Add around twelve simple civilian sedan traffic cars in the city, moving continuously along either x or z axes and reversing direction at the bounds; they are scenery/traffic motion and do not need collision behavior.

Place a glowing cyan/blue torus checkpoint near (0, 0.2, -24), rotating continuously. The core objective is to drive through the checkpoint before the countdown expires. Start with mission 01, named "Downtown Dash," and a 42-second timer (the timer need not have a separate visible numeric display if the HUD remains as specified). When the player comes within about 2 units of the checkpoint, award $500 and 100 XP, reset the mission timer, advance to the next mission, and relocate the checkpoint randomly within approximately x/z -28 to 28. Support a 20-mission sequence with these exact names: Downtown Dash, Harbor Run, VIP Transfer, Tunnel Pulse, Rainline Delivery, Bridge Sprint, Parking Precision, Canyon Route, Night Courier, Checkpoint Theory, Uptown Escape, Skyway Chase, Suburb Relay, Mountain Grip, Wet Asphalt, Traffic Weave, Garage Test, Interceptor, Final Qualifier, District Champion. Each later mission timer is 42 plus 3 seconds per mission index. The final mission objective text should say "Win the final championship." and other missions should say "Reach the blue checkpoint before time runs out." If time expires, reduce health by 8 but never below 20, reset the car to the start, and restart that mission's timer.

Start the progression HUD with 
2,500, XP 240, and health 100%. Show a fixed glassmorphism HUD over the game: top-left rounded translucent dark panel with the small spaced uppercase brand "VELOCITY DISTRICT," large bold "Midnight Circuit," the current mission line, objective sentence, and a thin blue/cyan progress bar (it may remain a mostly static visual fill around one-third). Put a top-right rounded panel with a large three-digit speed readout initially "000," the label "KM/H," and two-line stats showing money, XP, health percentage, and CLEAR or RAIN. Convert the internal speed to displayed km/h by multiplying its absolute value by about 4.2 and pad it to three digits. Along the bottom-left, show the contextual text "CINEMATIC WEATHER: DAYLIGHT · CAMERA CHASE" (change the weather and camera words as toggles change), plus a compact controls hint on desktop: "WASD drive · Space handbrake · C camera · F headlights · E next mission · R reset." On small screens show touch controls instead: two vertical pairs of circular up/down and left/right arrow buttons plus an HB button, using press-and-hold behavior for the driving keys. At the bottom-right provide buttons labeled "CAM," "LIGHTS," and "RAIN." CAM cycles among three camera modes: a smooth behind-the-car chase camera at roughly 8 units back and 4.5 high, a cockpit/near-car camera around 1.55 high, and a high orbiting cinematic camera circling around 10 units from the player. All cameras should smoothly lerp and look toward the car. RAIN toggles rain particles and wet road appearance and updates the weather display from CLEAR to RAIN; the normal status is daylight/clear. LIGHTS toggles an internal headlights state and updates the control state if desired, but do not invent dramatic lighting effects beyond the actual toggle. Keyboard shortcuts should match the buttons: C camera, F lights, E next mission, and R reset. Make the interface responsive, dark, polished, and legible with rounded panels, subtle borders, blue highlights, and a cinematic arcade-racing aesthetic. Ensure the game is an actual playable driving scene rather than a menu or slideshow.

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