Arcade › Güvercin Cenneti
Click the game above and it runs right here in your browser. No download, no installer, no account needed. gwdhol6050 built it with Cinevva, so it works on a phone or a tablet too.
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Güvercin Cenneti was built by gwdhol6050 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.
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 third-person 3D mobile game set in a bounded village courtyard/pigeon sanctuary. Use Three.js or an equivalent real-time 3D engine, with a smooth over-the-shoulder camera that follows the player and can be rotated by dragging on the right side of the screen. The playable space is a square enclosed yard with hard outer bounds; include a village house along the west/left wall, a pigeon coop/cage, a hay/food crate, a water crate, a small tractor-like vehicle called a “çapa,” and a Volkswagen Passat car. These objects act as physical rectangular obstacles for walking and driving. Include a roof above the house with a low parapet and a nearby ladder/stair location. The player is a stylized humanoid character shown in third person. Move with a virtual joystick on the lower-left: joystick up means forward relative to the camera, left/right strafes, and movement direction smoothly rotates the character. Walking has a subtle leg swing. Keep the player inside the yard and implement collision sliding against the crates, vehicles, house, and coop. When on the roof, replace normal yard collision with clamping inside the roof/parapet rectangle so the character cannot walk off the roof. Populate the yard with multiple animated pigeon NPCs. Pigeons are stylized 3D birds with body, head/beak, and separate left/right wing pivots. On the ground they idle, walk around the central yard, occasionally navigate to the water crate to drink and then to the food/hay crate to eat. Give ground pigeons a characteristic walking bob and short forward head-thrust/head-bob, pecking animation while eating/drinking, and subtle idle wing flaps. Prevent pigeons from overlapping each other or clipping through the player. Some pigeons use a flying state: take off vertically, flap both wings in opposite directions, circle around the coop at a fixed radius and varying height, gently bob, periodically perform a full forward flip, then land outside the coop and return to the ground AI. Pigeons can also be carried by the player: the “AL” action selects the nearest ground pigeon in a forward cone within about 2.2 meters and attaches it to the player’s outstretched right-hand/front hand position, disabling its AI and animation. “BIRAK” drops it about one meter in front of the player and returns it to idle. Support vehicle interactions through the right-side action buttons. When close enough, “BİN” lets the player mount the çapa/tractor-like vehicle; while riding, movement drives the vehicle, the character remains visibly seated with the vehicle, the vehicle turns smoothly toward travel direction, and speed is about 3.2. A second blue “BİN” button mounts the Passat; while driving the Passat, the player is hidden inside the vehicle/interior, the car drives and turns smoothly at the faster speed of about 6.2, and the camera switches to a first-person cockpit/interior view looking through the windshield. Also provide a rear-view camera display/mirror-like view while in the Passat if supported by the engine. Pressing the same mount button again dismounts: make the character visible again for the çapa, or place the character safely in front of the Passat and restore third-person view. Vehicles remain collision obstacles except for the vehicle currently being driven. Add the roof controls: “DAM ÇIK” teleports the player from near the ladder to a corresponding arrival point on the roof, only when on foot; “DAM İN” teleports from the roof ladder-end position back to the ground. If the player is too far from the ladder, show a temporary status message explaining that the ladder must be approached. Do not allow roof climbing while riding either vehicle, and show appropriate temporary feedback for invalid actions. Include “İN” for landing/coming down where applicable, “ISLIK” for whistling, plus the “AL,” “BIRAK,” and vehicle/roof buttons. The visible control labels are Turkish and the title is “Güvercin Cenneti”; preserve the emoji-style button icons: music note for ISLIK, down arrow for İN, hands for AL/BIRAK, tractor for the çapa, car for Passat, house/ladder for roof controls. Use a warm, stylized low-poly/asset-based village look with soft shadows and atmospheric lighting rather than a flat 2D presentation. Keep the game fullscreen and landscape-oriented on mobile: in portrait, hide the game controls and show a Turkish rotate-device overlay asking the player to turn the device horizontally. The lower-left joystick is a translucent circular base with a colored knob; the right edge has a vertical stack of circular glossy gradient action buttons. The CSS title/status badges exist but are visually hidden during gameplay, so prioritize the unobstructed 3D scene and controls. Include smooth camera interpolation, responsive resizing, pointer/touch controls, fullscreen/landscape-lock attempts, and unobtrusive temporary Turkish status messages for actions such as picking up/releasing a pigeon, mounting/dismounting vehicles, and roof access. There is no score, combat, timer, lives, or win screen; the core experience is freely exploring the courtyard, interacting with the pigeons, roof, and vehicles.