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Vortex Intercept

  • 3d
  • driving
  • storm-chasing
  • arcade
  • simulation
  • third-person
  • mobile-friendly
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. Laurie Dunivan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vortex Intercept yet. Play it, then tell Laurie Dunivan what you would add next.

Make your own game

Vortex Intercept was built by Laurie Dunivan 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 Vortex Intercept 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 Vortex Intercept

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 third-person 3D storm-chasing driving game titled “Vortex Intercept.” Use a moody cinematic nighttime/supercell prairie setting: a large uneven dark-green/brown grass plain, a long wet reflective dark road running through it with pale broken center-lane markings and muddy shoulders, scattered small debris/rocks, dense fog, a nearly black shelf-cloud formation overhead, occasional blue-white lightning flashes, storm lighting, shadows, and subtle bloom. The camera is a smooth chase camera behind and above the player vehicle, looking toward the vehicle and slightly toward the tornado; it should support orbiting around the vehicle and changing pitch by dragging on the rendered right side of the screen. The screenshot’s visual language is dark, low-poly/real-time 3D with strong translucent HUD panels and a red/orange armored chase vehicle in the lower part of the view.

The core gameplay loop is: choose one of five storm interceptors, drive across the open prairie/road toward a moving tornado, enter its scoring/probe region, deploy probes, earn points, and escape before the tornado’s wind destroys the vehicle. Start the player near the south end of the map at approximately (0,0,55), with the tornado initially ahead/right at approximately (42,0,-76). The tornado actively chases the player, wandering with a slight wobble while staying within the prairie bounds. Build it as a layered, transparent rotating funnel made from multiple stacked translucent cone layers of increasing radius, with a pale blue inner rain/core glow and many small pale wind/debris shards spiraling upward around it. Keep two visible ground rings centered on the tornado: an orange-red inner danger/wind ring at radius about 17 and a cyan scoring/probe ring at radius about 21.

Provide five selectable vehicles in the garage, switchable with number keys 1–5 or HUD buttons: Dominator 1 (balanced, red/orange, speed 20, armor 100, nimble wedge), Dominator 2 (orange, speed 18, armor 125, low armored shell), Dominator 3 (orange, speed 23, armor 110, fast chase wedge), TIV 1 (light gray, speed 15, armor 170, heavy turret box), and TIV 2 (light gray, speed 17, armor 155, long armored lab). Each vehicle should use a distinct truck/van/flatbed/heavy-truck silhouette, with procedural armored additions: the first three have a low wedge nose, side skirts, roof probe rack, dark windshield, and antennae; the last two have a tall armored box cab, front plow, side armor, roof turret/dome, narrow windshield, and antennae. Use dark charcoal accents and black/dark blue windows. Vehicle handling must reflect the listed stats: WASD or arrow keys drive and steer, with forward/backward throttle, vehicle-specific turning, mass, speed, armor, and boost; holding Shift while moving forward boosts speed according to the selected vehicle. Clamp driving to the prairie/map bounds. Include a mobile virtual joystick on the lower left that controls throttle and steering.

The tornado creates increasing pull and damage as the player approaches. Wind strength should be based on distance, becoming significant within roughly 43 units; it pulls the vehicle toward the tornado and drains armor, with heavier vehicles resisting somewhat better. The inner core is fatal at approximately 6.8 units, and the vehicle also loses when armor damage reaches its selected maximum. While inside about 25 units, accumulate an intercept timer and award ongoing score after staying near it for about two seconds. Deploy a probe with Space or the green “Deploy probe” button at any time before game over. Spawn a small physical roadside sensor at the player’s current position, visually consisting of a pale metal stake and a small glowing green rectangular flag. A probe deployed within 24 units is a close hit and scores a base 150 plus a distance-based danger bonus scaled by that vehicle’s probe multiplier; otherwise score 35. Show a “+ PROBE HIT” or “Probe dropped” feedback message. A deployed probe that later comes within 15 units of the moving tornado receives an additional direct sensor hit bonus of 250 and shows “Direct sensor hit +250.”

Create a fixed HUD over the 3D view. In the upper-left, show a translucent dark blue/black rounded panel with the selected vehicle name in bold, its short description, Score, Probes, Armor current/max, Wind percentage, and an uppercase contextual alert: “PURSUING TORNADO” when farther away, “DEPLOY WINDOW” when within about 26 units, and “CORE WINDS — ESCAPE” when within about 17 units. Across the lower-left, show five rounded garage buttons labeled “1 Dominator 1,” “2 Dominator 2,” “3 Dominator 3,” “4 TIV 1,” and “5 TIV 2,” with the active vehicle highlighted in an orange/gold gradient. In the lower-right, show a large green rounded “Deploy probe” button. On desktop, show an upper-right objective panel explaining to drive into the hook region, deploy probes near the tornado, then escape, plus the WASD/Arrows, Shift, and Space controls. On touch devices, instead show a lower-right hint saying to drag the right side to aim the camera and tap Deploy when close, and show the circular joystick at lower-left. Use pointer-safe HUD controls over the canvas.

Support right-side mouse/touch dragging to orbit the chase camera horizontally and alter its pitch, with smooth camera following, while keeping the vehicle and tornado readable. When the vehicle is destroyed or reaches the tornado core, stop player control, show a large centered “Intercept lost” message and a blue “Restart intercept” button; restart resets score, probes, damage, player position, tornado position, and the active run. Show a brief centered title/start feedback “Vortex Intercept” initially and brief centered feedback for probe actions. Include occasional random lightning illumination and subtle impact audio for severe wind/damage if audio is available. Do not add unrelated weapons, enemies, missions, weapons fire, or extra progression systems; the emphasis is driving, chasing, deploying probes, scoring close encounters, and escaping the storm.

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