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Arcade › Metrovale
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Metrovale was built by Trading Error 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 Metrovale 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.
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 third-person exploration game titled “Metrovale.” Use a low-poly, stylized city scene viewed with a trailing third-person camera: the player is an adventurer character centered in front of the camera, with the camera approximately 7.5 units behind and a perspective field of view around 58 degrees. Build a large flat green ground plane under a blue-gray sky with light atmospheric fog and soft shadows. Light the scene with bright ambient hemispheric light plus a warm directional sun, with shadows enabled and an overall clean, colorful, slightly muted low-poly appearance. The player starts at the south side of the city around position (0, 0, 26), facing into the city. Load/use a modular low-poly adventurer humanoid model and animate it with idle, walk, and run states. Provide third-person movement using WASD and arrow keys, with Shift to run and Space to jump; on mobile, provide a virtual joystick and jump button. The avatar should move over the city ground and roads, with gravity and a jump arc, and respect a slope limit of about 38 degrees. The camera follows the player smoothly in third-person. Construct Metrovale as an open city exploration map made from a road grid and district buildings. At the center, create a dark asphalt road grid: a central north-south boulevard, an east-west boulevard, and a central gray plaza. Include a yellow glowing circular marker on the central plaza that slowly rotates. Extend a north boulevard and add a southern bridge/road edge with bridge tiles, pillars, a bend, sidewalk, and barrier. Populate the city with distinct districts/buildings: civic buildings along the west/northwest side, a commercial building, a row of suburban buildings on the east side, and a dense industrial quarter to the north/west with several industrial structures, a water tower, chimney, dumpster, and construction cones. Add street-life props including a taxi, station wagon, fire hydrant, traffic lights, and the other visible road furniture. Arrange the buildings and props as a deliberately laid-out urban neighborhood rather than a random procedural field. Add a fixed HTML-style HUD over the rendered canvas. In the upper-left, show a dark translucent rounded panel with the uppercase title “METROVALE” and subtitle “Open city exploration map.” In the upper-right, show a matching help panel reading “WASD / arrows to explore · Shift to run · Space to jump” and on a second line “On mobile, use the joystick and jump button”; hide this help panel on narrow/mobile screens. In the lower-left, show a status panel initially reading “Find the central plaza.” While the player has not reached the marker, update it to “Central plaza [rounded distance]m away · Explore Metrovale.” When the player comes within roughly 4 units of the plaza marker, change it to “Central plaza reached — explore the districts.” Before gameplay begins, display a centered dark translucent rounded welcome modal titled “Metrovale,” with the text “Explore the new city districts, roads, and industrial quarter.” and a mint-green rounded button labeled “Enter the city.” Keep the modal over the scene until clicked; then hide it, focus the canvas, and enable movement and HUD updates. Use responsive styling with rounded panels, subtle borders, blur, and shadows. Do not add combat, enemies, collectibles, quests beyond the central-plaza objective, score, health, inventory, or vehicle driving; this is specifically a simple open-city walking/jumping exploration slice.