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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: You are a senior AAA game developer, Three.js developer, JavaScript engineer, UI/UX designer, mobile game developer, optimization engineer, and QA tester. BUILD A COMPLETE PLAYABLE 3D MOBILE/BROWSER GAME CALLED: CRAZY DELIVERY 3D IMPORTANT: I do NOT want a concept, mockup, explanation, pseudo-code, incomplete code, demo screenshot, fake buttons, or partial implementation. I want a REAL, PLAYABLE, SINGLE-FILE HTML GAME. ================================================== 1. CORE REQUIREMENT ================================================== Create the entire game inside ONE self-contained HTML file. Technology: - HTML5 - CSS3 - JavaScript - Three.js - Three.js CDN is allowed - WebGL - LocalStorage for persistent progress The final file must run by opening the HTML file in a modern browser. The game must be playable on: - Android mobile - iPhone/iPad browser - Desktop browser The game must use a landscape-first mobile gameplay layout but remain responsive. DO NOT create separate HTML/CSS/JS files. Everything must be inside: <!DOCTYPE html> <html> ... </html> ================================================== 2. ABSOLUTE NO-REMOVAL RULE ================================================== THIS RULE IS CRITICAL. Do NOT remove, disable, replace, simplify, hide, fake, or downgrade any feature listed below. If a feature already exists in the implementation, preserve it. If a new feature conflicts with an old feature, integrate both instead of removing the old one. Do not create fake buttons that do nothing. Every visible button must perform its intended function. Every gameplay system must actually work. No: - TODO - FIXME - placeholder - pseudo-code - "coming soon" - "implement later" - "rest of code" - "...existing code..." - omitted sections - fake gameplay - fake AI - fake missions - fake save system ================================================== 3. GAME CONCEPT ================================================== CRAZY DELIVERY 3D is a fast-paced third-person motorcycle delivery game. The player is a delivery rider navigating a colorful 3D city. The player receives delivery orders. The player must: 1. Pick up the package. 2. Navigate through the city. 3. Avoid traffic. 4. Avoid obstacles. 5. Manage fuel. 6. Protect the package. 7. Reach the destination before the timer ends. 8. Deliver the package. 9. Earn coins and XP. 10. Level up. 11. Upgrade motorcycles. 12. Unlock new missions. 13. Complete increasingly difficult challenges. The game should feel: - Fast - Fun - Chaotic - Arcade-like - Funny - Rewarding - Mobile-friendly - Visually polished ================================================== 4. 3D WORLD ================================================== Create a procedural or semi-procedural 3D city. Include: - Main roads - Side roads - Intersections - Buildings - Houses - Shops - Restaurants - Petrol stations - Parks - Parking areas - Alleys - Bridges - Shortcuts - Construction zones - Delivery locations - Starting area - Garage area Use different city districts. Example: DISTRICT 1: Downtown DISTRICT 2: Residential DISTRICT 3: Market DISTRICT 4: Industrial DISTRICT 5: Highway DISTRICT 6: Old City DISTRICT 7: Suburban DISTRICT 8: Construction Zone Each district should have different visual elements and gameplay difficulty. ================================================== 5. MOTORCYCLE ================================================== Create a visible 3D motorcycle. It must have: - Wheels - Body - Handlebar - Seat - Rider - Headlight - Brake light The motorcycle must actually move in 3D. Physics should feel arcade-realistic. Include: - Acceleration - Braking - Reverse - Steering - Friction - Speed - Boost - Collision - Damage - Fuel consumption The motorcycle should lean slightly while turning. ================================================== 6. THIRD-PERSON CAMERA ================================================== Use a third-person follow camera. Camera follows the motorcycle smoothly. Include: - Camera smoothing - Camera distance - Camera height - Turning follow - Speed-based camera movement - Boost camera effect - Collision-safe camera behavior Add optional camera modes if practical. ================================================== 7. MOBILE CONTROLS ================================================== Create large touch controls. Required: LEFT RIGHT ACCELERATE BRAKE REVERSE BOOST Controls must work with touch events. Buttons must be easy to use on a phone. Prevent accidental page scrolling during gameplay. Support landscape orientation. ================================================== 8. DESKTOP CONTROLS ================================================== Keyboard: W / Arrow Up = Accelerate S / Arrow Down = Brake / Reverse A / Arrow Left = Left D / Arrow Right = Right SPACE = Boost ESC = Pause R = Restart when available ================================================== 9. DELIVERY SYSTEM ================================================== Every mission should have: - Pickup location - Destination - Package - Timer - Reward - Difficulty - XP - Fuel requirement - Package health Player must physically reach pickup area. Show pickup indicator. Package must be collected. Then destination becomes active. Player must reach destination. Delivery succeeds only when the player reaches the destination after pickup. ================================================== 10. PACKAGE SYSTEM ================================================== Create different package types. Examples: - Food - Fragile - Electronics - Documents - Medicine - Heavy package - VIP package - Mystery package Different packages should have different characteristics. Examples: Fragile: More damage from collisions. Heavy: Slower acceleration. Food: Strict timer. VIP: Higher reward. Mystery: Random bonus. ================================================== 11. PACKAGE DAMAGE ================================================== Package health must be visible. Example: PACKAGE HEALTH: 100% Collisions reduce package health. Different collisions cause different damage. If package health reaches zero: Mission fails. Include visual/audio feedback when damage happens. ================================================== 12. TIMER ================================================== Every timed mission has a countdown. Example: 02:45 Timer changes color/state when time is low. If timer reaches zero: Mission fails. Different difficulties: Easy Normal Hard Extreme Insane Higher difficulty gives greater rewards. ================================================== 13. FUEL SYSTEM ================================================== Motorcycle has fuel. HUD: FUEL: 82% Fuel decreases while riding. If fuel becomes empty: Motorcycle stops or becomes extremely slow. Petrol stations must exist. Player can refuel at petrol stations. Include fuel cost. ================================================== 14. TRAFFIC SYSTEM ================================================== Create moving traffic vehicles. Vehicles should: - Drive on roads - Follow lanes - Stop/slow down - Turn at intersections - Avoid simple collisions - Spawn/despawn intelligently Different vehicles: - Cars - Vans - Buses - Trucks - Auto-rickshaws - Delivery vehicles Traffic should make the game challenging. ================================================== 15. PEDESTRIANS ================================================== Add simple pedestrian NPCs. They should: - Walk - Cross roads - Stand near buildings - Appear around markets and shops Do not create unnecessarily expensive AI. Prioritize mobile performance. ================================================== 16. RANDOM EVENTS ================================================== Add random gameplay events. Examples: - Traffic jam - Road construction - Police checkpoint - Sudden obstacle - Broken vehicle - NPC crossing - Shortcut opening - Rival rider - Ra. Moment 1 of 3 of the first minute of play: the player arrives. Drawn as a rough storyboard sketch: grey pencil and marker on white paper, one accent colour, loose flat shapes, no shading detail, no background clutter. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Ajay Raj
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