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Arcade › Vice Coast Drive

Vice Coast Drive

  • 3d
  • driving
  • arcade
  • city
  • collectathon
  • mobile
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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. ajas em built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vice Coast Drive yet. Play it, then tell ajas em what you would add next.

Make your own game

Vice Coast Drive was built by ajas em 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 Vice Coast 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 Vice Coast 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.

Recreate a browser-based 3D arcade driving game titled "VICE COAST DRIVE" using Three.js. Show a stylized low-poly nighttime/blue-hour city from a high third-person chase camera: the camera follows behind and above the player car, smoothly tracking its position and looking down at it. Use a dark navy-blue sky/background with light fog, soft shadowed lighting, and a broad 110x110 ground plane in deep blue-gray.

Build the city as a simple grid. Lay down dark charcoal road slabs in horizontal and vertical strips across the scene, with pale slate-gray sidewalks bordering the strips. The roads form a repeating block grid at roughly 12-unit intervals, with roads about 5 units wide and sidewalks just outside them. Populate some blocks with simple commercial/skyscraper-style low-poly buildings and scattered stylized retro urban trees with golden/yellow foliage. The environment should remain sparse and geometric, with strong blue-purple night colors and warm tree highlights.

The player is a simple blocky hot-pink/magenta car centered in the scene. Make it from primitive meshes: a rectangular pink body, a smaller dark navy cabin/window block on top, four small black cylindrical wheels, and a narrow glowing warm cream/yellow bumper or rear/front light strip. Give the car a subtle shadow and orient it according to its driving heading. Start it near the center of the city grid.

Implement direct arcade vehicle movement. WASD and arrow keys both work: W/up accelerates forward, S/down drives backward, A/left and D/right steer. The car has acceleration and friction rather than instant velocity: forward acceleration is about 9 units/second squared, speed is capped at 13 forward and -5 backward, and it naturally slows strongly when throttle is released. Steering changes heading continuously, with steering responsiveness increasing slightly with absolute speed; reverse steering direction should feel reversed when backing up. Space acts as a strong brake. Keep the car position clamped inside approximately -47 to +47 on both world axes. Do not add traffic, enemy cars, combat, or collision systems; the visible challenge is simply navigating the grid and collecting pickups.

Place exactly eight collectible pink cash drops at fixed city-grid locations: approximately (-6,-18), (6,-18), (-18,6), (18,6), (-30,6), (30,-6), (-6,30), and (6,30). Represent each drop as a small bright neon-pink/magenta rotating octahedron hovering slightly above the road. Rotate them continuously. When the car comes within about 1.7 world units of a drop, remove it, add 
00 to the cash total, increase the heat/wanted level by one up to a maximum of five, and briefly show a centered pink rounded notification reading "CASH COLLECTED". Pickups should not respawn. Add a fixed HUD overlay in the upper-left in a translucent very dark navy rounded rectangular panel with a subtle light border and blurred/glass-like appearance. Display the gold uppercase title "VICE COAST DRIVE" with spaced lettering, then large readable stats "Cash: $0" (updating to the collected total) and "Heat: ☆☆☆☆☆" (updating from empty stars to filled gold/yellow stars, up to five). On desktop also show the hint: "WASD / arrows to drive · collect pink cash drops · Space to brake" in small pale blue text. The HUD should not block gameplay input. Keep the overall presentation clean, arcade-like, and minimalist. For mobile/touch screens, display four translucent dark circular controls along the bottom: left and right steering buttons on the lower corners, an up/forward button above a down/reverse button toward the lower-right, using white triangle glyphs. Pressing and holding them should map to left, right, up, and down driving inputs. Hide the desktop hint on narrow screens. Make the game fill the viewport, prevent page scrolling, and resize the perspective camera and renderer with the window. Use smooth follow-camera interpolation and soft shadows so the car, buildings, trees, sidewalks, and pickups read clearly against the dark grid.

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