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Arcade › Vice Harbor Drive

Vice Harbor Drive

  • 3d
  • driving
  • arcade
  • open-world
  • low-poly
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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 Harbor Drive yet. Play it, then tell mattin.benac what you would add next.

Make your own game

Vice Harbor 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 Harbor 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 Harbor 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-based 3D driving game titled "Vice Harbor Drive" using Three.js. Make it a low-poly, stylized harbor/city driving scene viewed from a smooth third-person chase camera behind and above the player car. Use a bright blue-gray sky/background with atmospheric fog, strong warm sunlight, cool fill light, and a dark blue-gray ground. Build a simple orthogonal city grid: broad dark asphalt road strips crossing horizontally and vertically through the scene, with small yellow dashed lane markings at regular intervals. Place eight oversized low-poly commercial building models around the roads at positions roughly (-7,-7), (7,-7), (-7,7), (7,7), (-10,0), (10,0), (0,-10), and (0,10), plus a handful of large stylized trees around the outer blocks. The visible style should be geometric and game-like, with dark navy building facades, blue windows, and a coastal/harbor color palette.

The player is a sports sedan represented by a loaded low-poly car model, starting at world position (0, 0.08, 12), facing toward negative Z. Give it responsive arcade movement: Arrow Up/W accelerates forward, Arrow Down/S reverses/brakes, and Arrow Left/A and Arrow Right/D steer. Use speed acceleration and friction, clamp speed approximately from -7 to 16, and clamp the car within approximately x/z = -22 to 22. Steering should turn the heading more quickly at higher speed, with reverse steering behavior accounted for. Rotate the car to its heading and move it according to heading. The chase camera should smoothly follow about 6.4 units behind and 3.3 units above the car and look toward the car. Do not add combat, weapons, drifting systems, or additional gameplay not represented here.

Add six moving traffic sedans on the cross roads. Spawn them on either the x or z axis with varied bright colors (blue, pink/red, green, orange, purple, teal), move them continuously in their assigned direction at varied speeds, wrap them around the edges around +/-24, and rotate each vehicle to match its travel direction. They are visual moving hazards; the on-screen help tells the player to avoid buildings, but implement only the movement and boundary behavior shown in the source mechanics rather than inventing collision, damage, or lives.

Implement a four-stop checkpoint mission. Show one glowing gold checkpoint at a time as a rotating emissive gold torus/ring lying flat on the ground with a vertical gold beacon pole. The sequence is (0,-15), (15,0), (0,15), (-15,0), then loops back to the first. The player reaches a checkpoint when within about 2.2 world units, receives +100 score and a brief centered toast reading "+100  Checkpoint atteint", and the next checkpoint becomes active. The HUD mission text should be in French and read "Checkpoint 1/4 — rejoins le cercle doré" initially, updating the number for each target. Use the exact visible title and labels: a translucent dark rounded panel at top left containing cyan uppercase "VICE HARBOR DRIVE", the French checkpoint objective, and a large yellow speed readout such as "0 km/h". Show a top-right translucent help panel reading "Flèches / WASD pour conduire" and "Évite les immeubles, vise les checkpoints".

Add a square minimap at the upper right below the help panel, with a dark navy background and rounded light border. Draw the central horizontal and vertical road axes in gray with dashed pale-yellow center lines, gray building blocks at the listed positions, the active checkpoint as a yellow ring, traffic as small red dots, and the player as an orange directional arrow rotated to its heading. Update it continuously as objects move. Add mobile touch controls along the bottom: four dark translucent rounded square buttons, left/right steering on the lower left with ◀ and ▶, and reverse/forward on the lower right with ▼ and ▲. Support both these pointer buttons and keyboard controls. Keep the HUD over the rendered game, use responsive full-viewport canvas rendering, and preserve the clean low-poly arcade presentation with dark translucent glass-like HUD panels and shadowed 3D assets.

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