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Pigeon Flyer

  • 3d
  • arcade
  • flying
  • collectathon
  • endless-style
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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. pierre.saintsorny built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pigeon Flyer yet. Play it, then tell pierre.saintsorny what you would add next.

Make your own game

Pigeon Flyer was built by pierre.saintsorny 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 Pigeon Flyer 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 Pigeon Flyer

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 browser-based third-person 3D flying game titled “Pigeon Flyer” using Three.js. The player controls a textured low-poly pigeon model loaded from the supplied pigeon asset, centered in the scene and initially positioned around (0, 1.8, 0), flying forward automatically through a small stylized park. Keep the camera behind and slightly above the pigeon in a perspective follow view: roughly 68-degree field of view, camera offset about (0, 3.8, 11), continuously looking toward the pigeon’s position slightly above its center. Use a sky-blue foggy atmosphere, a flat green park ground, directional sunlight plus hemisphere lighting, cast/receive shadows, and simple brown rectangular building blocks around the park as scenery. Place a large rectangular sign/board in the park at approximately (-7.5, 2.8, 2), rotated slightly, displaying the supplied Prop_reference_image_for_a_vid.jpg texture on both sides. Load and use the supplied pigeon model ZIP asset for the player and clone it for hazards; the game’s model-loading setup expects OBJ, MTL, and PNG texture files inside the ZIP.

Core gameplay: the pigeon always travels generally forward along negative Z. The player steers horizontally and vertically in open 3D space while avoiding hazards and collecting baguettes. Move left/right with A/D or the left/right arrow keys; move faster/slower forward with W/S or up/down arrows; flap/climb with Space; dive with Ctrl. Apply acceleration-like damping when no lateral or vertical input is held, gravity pulling downward, and a constant forward velocity: normal forward speed about -7, W about -9.5, S about -4.5. Space gives upward velocity around 5.5 and Ctrl gives downward velocity around -5, with gravity around 6.5. Visually bank/tilt the pigeon based on horizontal and vertical velocity, and add a very subtle sinusoidal bob while flying. Prevent the pigeon from falling through the ground, but allow it to crash when it leaves the level bounds (absolute X greater than 13, Z less than -7 or greater than 23).

Scatter eight brown, simple low-poly baguette collectibles in front of and around the flight area. Make each baguette a short faceted cylinder, oriented horizontally, placed at random X positions across roughly 15 units and heights around 1.3–3.7. When the pigeon comes within about 2.1 units, remove the baguette, increment the score, play a short high-pitched beep, and immediately respawn another baguette a few units ahead of the pigeon at a random lateral offset, height, and forward distance. The actual victory condition is collecting 10 baguettes; when score reaches 10, stop gameplay and show a centered dark translucent overlay saying “You Win!” with the message “You collected 10 baguettes! The pigeons of Paris are fed.” and a “Fly Again” restart button. (The original HUD visually labels the target as “Score: 0 / 15,” but the implemented win condition is 10, so reproduce the visible /15 label if matching the original interface while retaining the implemented 10-item victory condition.)

Add three stationary cloned pigeon hazards, visually smaller than the player, positioned across the course at varied X positions and Z positions around 2, 8, and 14, at about 0.5 height. Treat them as angry pigeon obstacles: if the player comes within 3.2 units of any one, immediately end the run. Also end the run on the out-of-bounds conditions. On a loss, show a dark translucent full-screen overlay with “Crashed!” and the message “Hit the ground, a building or an angry pigeon. Score: [current score]”, plus the “Fly Again” button. Restart via that button or R: reset the pigeon to (0, 1.8, 0), restore normal velocity, reset score to zero, hide the overlay, remove and recreate the eight collectibles, and allow the flight to continue. Include short oscillator/filter beep feedback for keyboard activity, collecting, win, and crash where supported.

HUD: fixed at the upper-left in white system sans-serif text with a dark text shadow. Show “Score: [score] / 15” and a smaller instruction line: “Arrows or WASD: left/right/up/down | Space: flap up | Ctrl: dive | R: restart”. Keep the HUD visible during play and use a dark, translucent end overlay only after victory or crash. Use a clean minimal low-poly arcade presentation with no extra menus or invented power-ups, moving enemies, lives, weapons, or levels.

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