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Arcade › Vice Drive

Vice Drive

  • 3d
  • driving
  • arcade
  • night
  • city
  • open-world-lite
0
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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. mattin.benac built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vice Drive yet. Play it, then tell mattin.benac what you would add next.

Make your own game

Vice Drive was built by mattin.benac 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 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 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 playable 3D third-person driving game titled “Vice Drive.” The game is a night-time urban driving slice viewed from a trailing chase camera behind a sports sedan. Use a dark navy/black sky with atmospheric exponential fog, cool moonlight, soft shadows, blue fill lighting, and magenta/cyan neon accents. Render with a polished stylized low-poly city aesthetic, reflective/wet-looking road materials, and subtle bloom.

World and camera: Build a long central main road running along the world Z axis, approximately 9 units wide, with dark reflective pavement, raised curbs and sidewalks on both sides, and a dashed yellow center line. The road should loop/endlessly by wrapping the player’s Z position when they drive beyond the visible range. Place repeated blocks of stylized multi-story commercial/residential buildings along both sides, with varied facades and glowing blue windows. Add simple large tapered/conical street trees, neon poles/signs on both sidewalks (pink on one side and cyan on the other), cross streets and crosswalk stripes at several intervals, corner plazas, storefront awnings, and a few parked sedans near the curb. Keep the city dense near the road while allowing outer building silhouettes in the background. Include a visitable garage/workshop area on the left at a cross street: a roofed open-front bay with dark walls, roof, posts and trim, a glowing cyan roof/front strip, a vertical pink sign, workshop shelves and red bins, bright ceiling strips, a floor with a vehicle lift/rails, and a driveway connecting to the street. The garage entrance has a large rolling door that smoothly raises when the player approaches from the road and lowers when leaving.

Player vehicle and driving: Use a sporty/sports sedan model, scaled to fit the street, positioned in the foreground and seen mostly from the rear. It should have a visible red glowing rear light bar and a small pale license plate, cast a soft circular shadow, and use dark/red-orange body coloring consistent with the screenshot. Start the car centered on the road, facing forward down the street. Support keyboard controls: W or Up Arrow accelerates, S or Down Arrow reverses/brakes, A or Left Arrow steers left, D or Right Arrow steers right, Shift activates nitro/boost and raises the speed cap, and Space applies a strong handbrake. Use smooth acceleration, coasting/friction, reverse speed limit, steering that changes heading more strongly at speed, and clamp lateral movement so the car stays within the city corridor. Display speed as the absolute speed converted to an integer km/h-like value. Track driven distance internally, but do not add an invented score, timer, enemies, damage, weapons, or missions.

Camera behavior: Follow from behind and above the car with a perspective camera, looking slightly above/forward of the vehicle. Use a farther, higher chase view on the main road and a somewhat closer/different offset inside the garage. Smoothly interpolate the camera position and look target. The view should clearly show the car’s rear, center road markings, buildings, trees, neon poles, and foggy street ahead.

HUD/UI: Overlay a minimal fixed HUD without blocking the 3D scene. At top left show bold spaced lettering “VICE DRIVE,” with subtitle “NIGHT RUN // ORIGINAL CITY SLICE”; when the car is inside the workshop zone change the subtitle to “GARAGE DISTRICT // WORKSHOP.” At top right show a large numeric speed value and small “KM/H.” Near the bottom show the instruction panel exactly in French: “WASD / flèches pour conduire · Shift nitro · Espace frein à main”. On narrow/mobile screens, show touch controls along the bottom: left and right arrow buttons on the lower left, down/reverse and a larger circular up/accelerate button on the lower right. Touch buttons should emulate the same keyboard controls, with translucent dark glass styling, white icons, and the accelerate button tinted blue. Use a responsive full-screen layout, dark translucent panels, thin subtle borders, and white/light-blue typography.

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