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Güvercin Cenneti

  • 3d
  • simulation
  • sandbox
  • mobile
  • village
  • pigeons
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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. vsfyaq4955 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Güvercin Cenneti was built by vsfyaq4955 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 Güvercin Cenneti 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 Güvercin Cenneti

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 "Güvercin Cenneti" as a fullscreen, landscape-only, third-person 3D Turkish village courtyard game. Use a Three.js-style real-time 3D scene with a warm, rustic low-poly/GLB asset look. The player is a human character walking around an enclosed rectangular avlu/courtyard, viewed from a smooth over-the-shoulder camera. The camera follows behind and slightly to the side of the player, can orbit horizontally and tilt vertically by dragging on the right side of the screen, and smoothly tracks the player or the vehicle being driven. Keep the play area bounded by an outer wall/inner rectangular limit, with solid collision obstacles.

Populate the courtyard with a pigeon coop/aviary near the center or yard area, many individual pigeon NPCs, a village house along the west/left wall, a straw/food crate, a water crate, a small agricultural vehicle called a çapa, and a Volkswagen Passat. The house has a climbable roof with a low parapet and a ladder/stair access point. The two crates, house, coop, çapa, and Passat should block movement; movement should slide along obstacles where possible instead of passing through them. The scene should feel like a rustic Turkish farmyard, with the imported modeled assets, muted natural colors, and ambient animal sounds if supported.

Player controls are primarily touch controls. On the lower-left is a translucent circular virtual joystick with a contrasting knob; dragging it moves the player relative to the camera. On the right is an invisible camera-look drag zone. Along the lower-right edge is a vertical stack of round, colorful action buttons with icon-like emoji and tiny Turkish labels: a blue music-note button labeled "ISLIK" (whistle), an orange down-arrow button labeled "İN" (land), a green hands button labeled "AL" (pick up), a red hands-away button labeled "BIRAK" (release), an orange tractor/cart button labeled "BİN" for the çapa, a blue car button labeled "BİN" for the Passat, a purple house button labeled "DAM ÇIK" (climb to roof), and a blue stair/down button labeled "DAM İN" (come down from roof). The game attempts fullscreen and landscape orientation and shows a rotate-device overlay in portrait mode. The title/status HUD exists but is visually hidden in the supplied implementation, so prioritize the unobstructed 3D scene and controls rather than a score or health display.

The core activity is peacefully managing and watching pigeons. Pigeons on the ground have simple autonomous behavior: they idle, walk to random courtyard destinations, approach the water crate to drink, approach the food/straw crate to eat, peck with a head-bobbing animation, and avoid bunching together or intersecting the player. Animate their characteristic pigeon walk with a small body bounce and forward/back head thrust. Their wings flap subtly while idle and more strongly while flying. The whistle action should trigger the pigeon flight behavior represented in the mechanics: pigeons can take off, circle the coop/aviary on a broad horizontal orbit at varying altitude, flap continuously, bob with the wingbeats, face along the flight path, occasionally perform a complete flip, and later land outside the coop on a safe point and resume ground behavior. The land action should make flying pigeons descend/land when applicable. Pigeons can be picked up only when a ground pigeon is within roughly 2.2 meters in front of the player: attach it to a pivot at the character's right-front hand, stop its AI and animation while held, and visibly carry it. Pressing BIRAK drops it about one meter in front of the character, returns it to the courtyard, and resumes its idle AI.

The player walks at normal speed with a slight leg walk animation and rotates smoothly toward travel direction. When near the house ladder, DAM ÇIK teleports the character onto the roof at the stair arrival point; while on the roof, movement is constrained by the roof parapet so the player cannot fall off. DAM İN works only near the roof end of the stairs and returns the character to the ground. Do not allow climbing while seated in either vehicle. The player collides with the house, coop, crates, and vehicles.

The BİN button for the çapa toggles riding/driving when close enough. While riding, keep the character visibly seated on/in the çapa, move the çapa with joystick input at a slower vehicle speed, rotate it smoothly toward its movement direction, and have the camera follow the vehicle rather than jittering around the seated character. The same button should change to an IN/exit state while riding. The Passat has separate driving behavior: when close enough, pressing its BİN button seats the player in the driver's position and hides the character model so it feels like an interior/cockpit drive. Joystick input drives the Passat faster than the çapa, rotates the car smoothly, updates its collision position, and switches the camera to a first-person-like cockpit view from inside the car. Include a rear-view mirror/camera inset or rear-view rendering if supported by the engine, because the source mechanics explicitly render a rear camera while driving the Passat. Pressing the button again exits the Passat and places the character safely in front of it, restoring the visible character. Vehicles remain constrained to the courtyard boundaries and collide appropriately.

Use smooth interpolation for character/vehicle turning and camera movement. Keep the game non-combat, with no score, lives, ammo, enemies, or invented mission system: the experience is an interactive pigeon-filled village courtyard where the player walks, observes, whistles pigeons into flight, catches/releases them, climbs the roof, and drives the two vehicles.

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