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ONBOARD

  • 3d
  • first-person
  • exploration
  • narrative
  • historical
  • airship
  • atmospheric
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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. Onboard VIP built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

ONBOARD was built by Onboard VIP 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 ONBOARD 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 ONBOARD

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 a browser-playable first-person exploration prototype titled “ONBOARD,” subtitled in the HUD as “ONBOARD · CABIN 01.” The player starts behind a full-screen entrance overlay: a very dark blue-black background with a subtle warm radial glow, centered near the lower-middle is a wide dark brown/black card with a thin brass border, large widely letter-spaced gold serif title “ONBOARD,” and the text “A small first-person prototype aboard a historical airship. Click to enter, enable Lorenzo's voice, and explore the cabin.” Below it is a warm brown rectangular button with a gold outline labeled “ENTER THE CABIN.” Clicking the button removes the overlay, enables browser speech synthesis, and requests mouse pointer lock.

The game view is a real-time 3D first-person scene rendered in a Three.js-like engine. Use a 72-degree perspective camera, dark navy background color, distance fog beginning around 8 units and ending around 24 units, antialiasing, soft shadows, ACES-style filmic tone mapping, and a warm, low-poly historical airship interior. Build one enclosed rectangular cabin approximately 8 units wide, 12 units long, and 4.8 units high: a warm medium-brown wooden floor, very dark brown ceiling and side/front/rear walls, with a dark wood ceiling at the top. Add four narrow wood ceiling beams running along the cabin length at x=-3,-1,1,3, and horizontal wood wall beams across the room around y=3.25 at z=-4,0,4. At the far/front wall, add two brass rectangular window frames at x=-2.8 and x=2.8, each containing a blue-green translucent glowing glass pane. Add a long muted red/burgundy runner rug centered on the floor, approximately 3.5 wide and 8 long, extending through the middle of the cabin. Put three round brass portholes on each side wall, at z=-2, 1.5, and 5 and y=2.5, with blue-green glass centers; they should read as brass circular fittings set into the wooden side walls.

Populate the cabin with simple low-poly old-world furniture: a navigation table near (-2.2, 0, -1.8), a captain’s chair near (-1, 0, -1.7), and a brass floor lamp near (2.8, 0, -2.6). The lamp should cast a localized warm amber glow. At the front of the cabin, around (0,0,-2.8), place an animated humanoid NPC named Lorenzo, facing back toward the player/cabin (rotation approximately 180 degrees), scaled somewhat larger than a standard character. Use a low-poly adventurer/explorer-style human with an idle animation and soft shadows; do not add combat, enemies, collectibles, inventory, or other gameplay systems.

Use a dark, warm lighting palette: a cream/tan hemisphere or ambient light, a strong warm directional light from above/front-left with soft shadows, and one warm orange point light around the floor lamp. Materials should emphasize rough wood, dark wood, brass with moderate metallic shine, translucent teal-blue glass, and the muted red rug. The overall visual style is moody, museum-like, atmospheric, and restrained, with warm brass highlights against blue-black shadows.

The player is an invisible first-person avatar initially at approximately (0, 0.22, 3.5). Provide FPS movement using WASD and arrow keys, mouse look while pointer-locked, movement speed around 2.5, and jumping/gravity if supported by the FPS controller (jump speed about 5.5 and gravity about -18). Keep the cabin as the navigable collision environment. Show a small, faint cream crosshair at the center of the screen.

Create a fixed HUD over the 3D scene. In the upper-left show “ONBOARD · CABIN 01” in small gold text with generous letter spacing and a subtle shadow. At the bottom center show a dark translucent brown hint panel with a thin brass border reading exactly: “WASD / arrows to move · mouse to look · approach Lorenzo”. The hint should be unobtrusive and responsive on smaller screens.

Lorenzo is the sole interactive character. Track whether the player has greeted him and whether dialogue is open. When the player comes within 2.6 world units of Lorenzo for the first time, open a bottom-center dialogue panel labeled “LORENZO” in spaced uppercase gold text and show the line: “Welcome aboard. I am Lorenzo. This journey will take you through history, strange places, great inventions, and stories you may never have heard before.” Speak the line through browser speech synthesis in an English voice at a slightly slow rate and low pitch if available. After a delay based on the line length (capped at about 7.2 seconds), replace it with: “If you are curious about anything, ask me.” The dialogue panel is a dark brown translucent horizontal card with a subtle gradient, thin brass border, rounded corners, shadow, and cream serif body text. It includes a text field and an “ASK” button.

Allow the player to type a question and submit by clicking ASK or pressing Enter. Clear the input and answer using simple keyword matching, replacing the current Lorenzo line. Implement these exact response behaviors: questions containing “who” or “lorenzo” return “I am Lorenzo, an explorer and collector of stories. I have spent years following old maps and newer ideas.”; questions containing “journey,” “go,” or “where” return “Our route crosses forgotten ports, remarkable workshops, and places that do not appear on ordinary maps.”; questions containing “history” return “History is not only dates and battles. It is also the small inventions, journeys, and choices that changed everyday life.”; questions containing “invention” or “invent” return “Ask me about machines, navigation, flight, or any curious device. Every invention begins with someone noticing a problem.”; questions containing “airship,” “ship,” or “cabin” return “This cabin is our quiet place between destinations. The airship carries us above the usual roads so the world can look unfamiliar again.”; any other nonempty question returns “That is a good question. I do not have the full archive yet, but this prototype is ready for more stories to be added.” Speak every answer with the same speech synthesis behavior. If the player moves farther than 4.2 units from Lorenzo, hide the dialogue panel; approaching him again should not replay the initial greeting after it has already happened. Ensure the dialogue panel remains usable with pointer interaction despite the game’s FPS controls.

Use responsive full-window layout, hide overflow, preserve a dark color-scheme, and maintain the serif editorial typography and brass/cream/brown interface styling visible in the reference. The intended experience is a short atmospheric walk through an airship cabin followed by a voice-enabled conversation with Lorenzo, not an action game.

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