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Arcade › Redtail

Redtail

  • 3d
  • survival
  • flight
  • hunting
  • nature
  • low-poly
  • third-person
0
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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. Abraham Nukarapu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Redtail yet. Play it, then tell Abraham Nukarapu what you would add next.

Make your own game

Redtail was built by Abraham Nukarapu 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 Redtail 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 Redtail

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 playable 3D survival flight game titled “Redtail,” viewed from a third-person chase camera behind and slightly to the side of a red-tailed hawk. The player controls a stylized low-poly hawk flying through a large realistic-natural valley. The hawk is a simple modeled bird with a brown capsule-like body, pale chest, dark head, yellow beak, red-brown tail, and two segmented angular wings that visibly flap and bank. Use a weighty assisted flight model rather than arcade instant movement: the hawk has position, velocity, heading/yaw, pitch, and roll; gliding should be efficient, turning should be gradual and banking should visually follow steering. Start the hawk airborne around 68 meters above the terrain, moving forward at moderate speed.

Build a broad procedural-looking valley floor made from a large subdivided plane with rolling height variation and vertex-colored natural terrain: muted olive grass, darker green elevations, gray-brown high ground, and an open meadow area. Add scattered low-poly conifer trees with brown trunks and green cone crowns, gray faceted rocks, a blue lake, and distant polygonal mountain cones around the horizon. The sky should be a large gradient dome with blue upper sky, warm pale horizon, and light lower sky; include a visible sun disk, soft volumetric-looking white cloud clusters, atmospheric fog, shadows, and changing light. Place several faint gold circular ring markers in the air to represent thermals. They should be subtle and only become somewhat visible near the player.

The core loop is to glide and search the open fields, use thermals to gain altitude, dive close to the ground to catch rabbits, and land to recover. Spawn around twelve small low-poly rabbit prey creatures across the valley. Each rabbit has a compact tan body and two dark upright ears, wanders over the terrain, turns randomly, stays within the playable valley, and flees faster when the hawk approaches. A successful hunt requires the hawk to be airborne, actively diving, within roughly 4.6 meters of a rabbit, no more than about 3.2 meters above it, and moving faster than about 18 velocity units. On a successful catch hide the rabbit temporarily, increment Prey Caught, restore 34 hunger, 8 health, and 12 stamina, then respawn it elsewhere after roughly 16–26 seconds.

Implement survival resources: Health, Hunger, and Stamina, each starting at 100%. Hunger drains continuously while flying and slowly while perched; low hunger below 35 gradually damages health. Flapping consumes stamina rapidly, with additional weather cost; normal airborne movement and hard climbing have smaller stamina costs. If stamina is nearly empty while airborne, health drains and the hawk pitches downward. Landing restores stamina and health over time. Catching prey also restores all three in the amounts above. Hard impacts damage health substantially; a safe landing is only possible when close to the ground and moving slowly. If health reaches zero, hunger reaches zero, or the hawk suffers a fatal impact, end the run.

Flight controls: Arrow keys or WASD steer and pitch, with left/right turning and up/down pitch; Space flaps; Shift dives; L lands when close to the ground and slow enough; R performs a hard reset. While landed/perched, the hawk settles onto the terrain, stops, and recovers stamina and health; pressing flap or pitching up launches it forward and upward. While airborne, normal gliding automatically maintains forward energy, gravity pulls downward, thermals provide lift when near a thermal ring, and wind applies lateral/forward forces. Flapping adds forward/upward force and drains stamina. Diving adds strong forward/downward acceleration, increases speed, and forces the pitch down. Clamp ordinary speed around a minimum flight speed and a maximum, with a higher maximum while diving. Pulling up too hard at low speed should create stall pressure that reduces lift and pushes the nose down. Keep the player within a large circular valley boundary; pushing outside should steer inward and slowly damage health.

Add a changing survival environment. Cycle weather among Clear, Breezy, Rain, and Storm after timed intervals. Each state changes wind strength, thermal lift, stamina drain, hunger drain, fog density, cloud opacity, and sky colors: Clear is calm with strong thermals, Breezy has more wind, Rain has darker gray conditions and weaker thermals, and Storm has the strongest wind, weakest thermals, highest resource drain, darkest atmosphere, and densest fog. Advance a day after a short simulated day cycle; increase Days Survived and give a modest health/stamina recovery at the day transition. Lighting should shift through daylight toward warm twilight as the day clock progresses, including sun color and intensity changes.

Use a minimal dark translucent HUD over the scene. In the upper left, show a “RED-TAIL HAWK” panel with percentage values and horizontal bars for Health, Hunger, and Stamina; use muted red for health, gold for hunger, and pale blue for stamina. In the upper right, show a “SURVIVAL” panel with Weather, Altitude in meters above the local ground, Speed in km/h, Days Survived, and Prey Caught. Include a small keyboard-controls hint in that panel. At the bottom center, show contextual advice that changes when perched, high in strong air, in a storm, or during ordinary hunting. On touch/mobile layouts, provide a translucent directional pad with up/down/left/right buttons on the lower left and large Flap, Dive, Land, and Reset buttons on the lower right; hold buttons to apply the matching keyboard input. Hide or reduce mobile controls on desktop keyboard layouts.

When the hawk dies, show a centered dark overlay card titled “YOU FELL,” explain the death reason, report the current day and prey caught, and state that the whole run resets after a short countdown with nothing carried over. Automatically reset after about four seconds, and also allow the Start Over button or R key to reset immediately. Reset all survival resources, day, weather, prey count, player position, velocity, and prey placement to the initial state. Preserve a clean low-poly nature aesthetic, muted blue/green/brown palette, soft fog, readable HUD panels, and a camera that follows the hawk smoothly while looking toward its flight direction.

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