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Skyline Vector

  • 3d
  • flight
  • survival
  • arcade
  • combat
  • first-person
  • browser
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Skyline Vector was built 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 Vector 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 Vector

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.

Rebuild a browser-based 3D first-person flight survival game titled "Skyline Vector" using a dark, polished sci-fi aviation interface and Three.js-style rendering.

Core presentation and camera:
- Show the game from inside a small aircraft cockpit in first person. The camera is attached to the aircraft, looking forward through a canopy. Visible cockpit geometry includes a dark dashboard, left and right consoles, canopy frame posts, a top canopy bar, a small blue instrument panel, a physical flight stick on the left, a vertical throttle lever on the right, and several cyan panel LEDs.
- Use a 72-degree perspective camera with a subtle downward forward view. Render a large 3D world with blue-gray atmospheric fog, a pale blue hemisphere light, strong white sunlight, and a cool blue fill light. Use a dark blue ocean and a muted gray-green city ground plane.
- Place a small circular crosshair at the center of the screen.

Title/menu screen:
- Before flight, show a centered translucent dark navy rounded panel over a deep navy radial/linear-gradient background. The panel has a thin pale-blue border, soft shadow, and generous padding.
- Display the uppercase spaced title "SKYLINE VECTOR", followed by: "A browser flight survival simulator. Use the flight stick to pitch and bank, and the throttle to keep the engine alive. Desktop: WASD / arrows + Space. Mobile: drag the stick and throttle."
- Provide two selectable mode cards in a two-column layout on desktop and one column on small screens. The selected card has a bright cyan border and inset glow.
  1. "Civilian Flight" — "Thread a high-altitude route through a modern skyline. Two collisions are fatal."
  2. "Fighter Combat" — "Stay over open water, lock onto ships, and fire unlimited missiles."
- Include a full-width cyan button whose label changes between "LAUNCH CIVILIAN FLIGHT" and "LAUNCH FIGHTER COMBAT", plus a centered persistent "Personal survival record: 0:00.0". Store and update the best survival time in local storage.

Flight controls:
- Desktop: W/S or Up/Down pitch the aircraft, A/D or Left/Right yaw/bank it, and Space fires in fighter mode.
- Mobile/touch: provide a circular lower-left flight-stick zone. Drag its cyan-blue knob horizontally and vertically to control yaw and pitch; release returns it to center. Provide a lower-right vertical HTML range throttle, labeled THROTTLE, with values from 0 to 100 and an initial value around 58. In fighter mode show a red outlined "FIRE MISSILE" button between the stick and throttle; pointer press fires missiles and Space also fires.
- Provide a top HUD with four compact translucent readout boxes: current mode and flight timer, speed and altitude, damage/system state and best record, plus a PAUSE/RESUME button.
- HUD text should include examples such as "CIVILIAN FLIGHT", "FLIGHT 0:00.0", "SPEED 0", "ALT 0", "SYSTEMS NOMINAL", and "BEST 0:00.0". Use white/cyan text with subtle shadows. Use a large red glowing uppercase warning near the upper center for failures and impacts.

Flight simulation:
- Start the aircraft at x=0, z=90, with y=34 in Civilian Flight and y=42 in Fighter Combat. It travels forward along its local negative-Z direction continuously.
- Forward speed is 25 plus throttle contribution up to 115, for a maximum near 140; if the engine is damaged, reduce the throttle-derived speed to 65% effectiveness. Apply pitch and yaw over time, visually bank the aircraft using a smooth roll toward the yaw input, and adjust altitude based on pitch while preventing it from going below y=2. Clamp horizontal x position between -125 and 125.
- Advance a survival timer only while running and not paused. Display current speed, altitude, timer, and best survival time continuously.
- At throttle below roughly 4%, display "POWER LOW — X.X" counting down from five seconds. If zero throttle is maintained for five seconds, end the flight with "Engine flameout after five seconds at zero throttle." A nonzero throttle clears the warning.

Civilian mode world and rules:
- Build a high-altitude route through a modern skyline. Place about ten tall commercial skyscraper assets at positions distributed down the forward route, alternating two skyscraper models, including positions roughly x=-22,z=-45; -10,-80; 10,-115; 25,-150; -28,-185; 4,-225; 32,-265; -34,-310; 12,-360; and 40,-410. Scale them up significantly so they are collision hazards.
- The city sits on a muted ground plane, with the dark blue ocean also visible in the world. Use a set of static 3D commercial skyscraper models rather than abstract UI-only obstacles.
- Collision with a building increments damage. The first collision causes engine/wing damage, displays "STRUCTURAL DAMAGE", changes the readout to "DAMAGE: ENGINE / WING", and reduces engine performance. The second collision is fatal: show a red "CRITICAL COLLISION — 3" countdown for approximately three seconds, then end with "Pilot lost control after the second collision." Also end on terrain/sea impact if altitude reaches the surface.

Fighter Combat mode:
- Start over open water and use six static cargo ship models, alternating two cargo ship assets, at positions approximately (-28,-85), (30,-145), (-42,-225), (35,-310), (-22,-390), and (48,-470), with y around 0. Keep the same dark ocean and atmospheric world but make the intended combat area open water.
- Ships periodically launch incoming red glowing homing projectiles. Every 2.8 seconds, eligible ships within 170 units can fire; each incoming missile starts above its ship, homes toward the player at about 42 units/second, lasts up to eight seconds, and damages the aircraft when it comes within about 2.6 units.
- The player has unlimited missiles. Each press creates a bright orange/red glowing missile aligned with the aircraft orientation, traveling forward at about 90 units/second for up to five seconds. A missile destroys a ship when it comes within about 7 units; destroyed ships become invisible and no longer participate.
- Fighter missile impacts cause three-hit survival rules: first hit displays "ENGINE HIT" and "DAMAGE: ENGINE HIT" and reduces engine performance; second displays blinking "DANGER — MULTIPLE HITS" and "DANGER: 1 HIT REMAINING"; the third ends with "Sea impact — three missile hits." The same lower-altitude impact rule also applies.

End state:
- Stop simulation when the flight ends, hide warnings, update the persistent best survival time, and show a centered dark translucent end panel over the scene. For civilian use title "Aircraft Lost"; for fighter use "Mission Failed". Explain the reason, survival time, and personal record, with a "Return to Menu" button. Returning to the menu hides the HUD and lets the player select either mode again.

Art direction:
- Minimalist premium aviation HUD: dark navy/black cockpit and panels, cyan emissive controls and accents, pale blue text, red warnings and missile effects. Use rounded cards and clean system sans-serif typography in menus, uppercase labels with letter spacing, translucent glass-like backgrounds, soft shadows, cool fog, and realistic/simple low-poly city and cargo-ship assets. Make the experience responsive for both desktop and mobile, with touch-action handling suitable for dragging the flight stick and throttle.

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