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Arcade › Skyline World

Skyline World

  • 3d
  • flight
  • exploration
  • arcade
  • mobile
  • low-poly
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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. Venkat Sri built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline World yet. Play it, then tell Venkat Sri what you would add next.

Make your own game

Skyline World was built by Venkat Sri 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 Skyline World 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 Skyline World

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 mobile-friendly Three.js 3D flight/exploration game titled “Skyline World” with the in-game heading “SKYLINE WORLD.” Use a third-person chase camera behind and slightly above the player aircraft, looking forward along a long dark gray runway. The world is a bright, stylized low-poly open sky: use a pale blue background with matching atmospheric fog, soft hemisphere lighting and warm directional sunlight, scattered chunky white translucent cloud clusters at varying heights, and distant angular blue-gray mountains, with snow caps on taller peaks. The terrain should be an open sky rather than a detailed city, and the main visible ground feature is a wide runway centered on the origin, extending deeply into the scene. Give it a dark charcoal surface, a dashed pale yellow center line made of regularly spaced rectangular stripes, and soft shadows. Recycle/reposition world chunks as the aircraft travels so the environment feels effectively open-ended.

The player is a stylized 3D aircraft loaded from a glTF asset, initially a yellow/orange-and-dark fighter/spaceship, centered over the runway near its start. Provide three selectable aircraft buttons: FIGHTER, CRUISER, and PASSENGER. Each should load a distinct spaceship model, with different handling values: fighter fastest (maximum about 110), cruiser about 92, and passenger about 72; changing aircraft should preserve the current flight but cap speed appropriately. Keep the vehicle visibly shaded and shadow-casting. Start on the runway at approximately zero altitude and status TAXI.

Implement simple flight physics and exploration rather than combat or missions. The aircraft accelerates while throttle is held and decelerates when released; braking produces stronger deceleration. Once moving fast enough (around speed 18 or more), throttle/lift raises the aircraft from the runway into flight. While airborne, vertical control changes altitude, and a LAND command causes a strong downward landing input; when back on the runway status returns to TAXI. Status labels should include TAXI, TAKEOFF ROLL while grounded and moving quickly, FLIGHT while airborne, and LANDING while a landing request is active. Speed is displayed in knots by converting the internal speed, and altitude is displayed in meters by converting the aircraft height above the runway. Steering should support yaw/turning and pitch, with banking/roll visually following horizontal steering. Do not add enemies, weapons, collectibles, crashes, or win conditions because none are present.

Support keyboard controls shown in the interface: W or Up Arrow for throttle/forward pitch influence, S or Down Arrow for braking and opposite vertical steering influence, A/D or Left/Right Arrow for steering, Shift for boost, and Space for landing. Boost increases acceleration and permits a higher temporary maximum speed. Also provide touch controls: a large circular virtual joystick at the bottom-left with a pale draggable knob for steering/pitch, plus bottom-right buttons labeled THROTTLE, BRAKE, and LAND. Throttle is orange/gold to indicate the primary action, while brake and land are dark navy rounded buttons. Buttons should work by holding for throttle/brake and pressing LAND for a landing request.

Overlay a clean translucent dark navy HUD above the 3D scene. In the upper-left, show the selected jet name, SPEED with a gold numeric value and “kn,” ALTITUDE with a gold numeric value and “m,” and STATUS with a gold value. Include a row of compact rounded aircraft-selection buttons below it, with the active selection orange/gold and inactive selections dark translucent navy. Center a large white title “SKYLINE WORLD” with a smaller subtitle such as “Choose a jet, hit the throttle, and explore the open sky.” On larger screens, include a small upper-right help panel reading “WASD / arrows steer · W or ▲ throttle · S or ▼ brake / Shift = boost · Space = land · Choose a jet above”; hide or reduce this hint on narrow mobile screens. Make the layout responsive and keep the canvas full-screen behind the HUD, with no page scrolling and touch-action disabled for direct game interaction. Use rounded panels, subtle borders/shadows, white text, and gold/orange highlights matching the screenshot’s arcade aviation interface.

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