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Yangon Streets

  • 3d
  • third-person
  • mobile
  • open-world
  • sandbox
  • arcade
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. Daw Than Htay built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Yangon Streets yet. Play it, then tell Daw Than Htay what you would add next.

Make your own game

Yangon Streets was built by Daw Than Htay 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 Yangon Streets 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 Yangon Streets

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 mobile-friendly third-person 3D open-city sandbox titled "Yangon Streets." Use a WebGL/Three.js-style scene with a portrait-friendly full-screen camera, a pale blue sky/background with matching distance fog, soft warm directional sunlight, ambient hemisphere fill, shadows, and simple low-poly materials. The player is a dark navy-blue capsule-like human avatar, standing in a compact top-down/over-the-shoulder third-person view. The player starts near the center of a small Yangon-inspired street grid and can walk around freely.

Build the town as a simple flat blockout: a large muted green ground plane, two crossing perpendicular roads forming a plus-shaped intersection (one north-south and one east-west), each about 14 units wide, dark gray asphalt, with narrow beige sidewalks on both sides. Add short pale yellow lane dashes down the roads at regular intervals. Around the roads place rectangular low-poly buildings on lots: warm terracotta/orange houses and teal shop buildings, each with a dark reddish-brown flat roof slab; shops also have a small dark awning. Include several stylized palm trees around the outskirts, each made from a brown blocky trunk and a green faceted/conical crown. Keep the visual style clean, sparse, geometric, and game-like rather than realistic. Use simple Kenney-like low-poly sedan and police-car models if available, plus simple low-poly pedestrian avatar models.

The core gameplay is free movement and light crime sandbox interaction. Provide a virtual left joystick for movement and allow dragging the view/camera to look around. The player can walk at normal speed, or toggle the RUN button to move faster. The controls should be usable on touch screens and preserve the full-screen canvas. The third-person camera follows the player at roughly six units distance with a perspective view, and supports jumping/gravity as supplied by the movement controller, although the primary visible controls are movement and camera look.

Place six parked/traffic sedans around the central roads and side roads. They are initially stationary. Near a sedan, pressing STEAL CAR enters driving mode: attach/control the player with that sedan, set the HUD mode to "Driving sedan," and drive in the direction the camera is facing using the same movement joystick. Driving is faster while RUN is toggled. Prevent the car from passing through the town building colliders. Pressing STEAL CAR again while driving exits the vehicle and returns to on-foot mode. If no car is within interaction range, show a temporary toast saying "Move closer to a car." When a car is stolen, show a temporary message "Car stolen — drive with the joystick."

Place eight pedestrians near the intersection and streets. Living pedestrians slowly wander around small home positions using gentle sinusoidal movement. On foot, pressing PUNCH checks for the nearest pedestrian within short range; if found, knock that pedestrian down by tilting it and lowering it slightly, mark it no longer alive, and show "Pedestrian knocked down." Do not make knocked-down pedestrians wander again. Punching or stealing a car raises the wanted level by one star, capped at five, and activates a police chase if one is not already active.

When the wanted level is raised, spawn one police car roughly 12 units from the player and show a temporary toast "Police are chasing you!" The police car continuously drives directly toward the player at a moderate fixed speed. If it reaches the player, reduce the wanted level by one star, reposition it away from the player, and continue the chase while wanted stars remain. When wanted reaches zero, remove the police car and show "You lost the police." There is no shooting, health, money, mission system, or additional combat beyond the punch interaction.

Overlay a fixed HUD above the 3D scene. At top-left show the bold title "YANGON STREETS." Beneath it, show a dark translucent rounded stats panel with "Wanted:" and five star slots, initially five empty outlined stars; fill stars from left to right in bright yellow as the wanted level increases. Also show "On foot" initially and change it to "Driving sedan" while driving. At the top center show a dark translucent rounded hint panel reading "Left joystick to move · drag to look." At bottom-right stack three large dark navy rounded buttons labeled "RUN," "PUNCH," and "STEAL CAR"; RUN turns gold when active. Buttons should be touch-friendly, with a pressed visual state. Temporary dark translucent rounded toast messages appear near the lower center when actions occur. Keep all HUD text white with a subtle shadow and wanted stars yellow. Start with the player on foot, wanted level zero, and the sparse street scene visible behind the HUD.

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