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SkyPilot: World Flight

  • 3d
  • flight-sim
  • aviation
  • exploration
  • low-poly
  • browser
  • arcade
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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. Ahmed Fateen (Staymilds) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SkyPilot: World Flight yet. Play it, then tell Ahmed Fateen (Staymilds) what you would add next.

Make your own game

SkyPilot: World Flight was built by Ahmed Fateen (Staymilds) 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 SkyPilot: World Flight 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 SkyPilot: World Flight

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 3D flight-simulation prototype titled “SkyPilot: World Flight,” using Three.js with a third-person chase camera and an immersive, clean aviation-HUD overlay. The setting is Meridian Field and the surrounding Meridian archipelago: a large stylized low-poly world under a pale blue sky with exponential atmospheric fog, scattered rounded clusters of pale clouds high above, distant faceted cone-shaped mountains, many simple low-poly trees, a blocky city district, and a blue ocean region in the distance. Use soft atmospheric lighting: a warm directional sun with shadows, cool blue rim light, and a sky-colored hemisphere fill. The overall art direction is semi-realistic low-poly aviation visualization with dark blue glass-like UI panels, cyan headings, pale text, green status accents, and amber mission labels.

The player flies a small futuristic twin-engine aircraft named SP-01 Horizon. Model it as a white/silver capsule-like fuselage with a rounded nose and dark translucent blue cockpit canopy, blue swept box-like wings and tail surfaces, a blue vertical fin, two dark cylindrical engines under the wings with red intake details, visible landing gear, yellow flap surfaces, and red/green navigation lights at the wingtips. Place the aircraft initially at the end of runway 09 at Meridian Field, around x=0, z=360, altitude about 1.5 meters, facing down the runway. Build the airport with a long dark runway and repeated pale center markings, yellow runway edge lights, a grass apron, a blocky terminal, and a tall glassy control tower. Add a small dark cockpit/instrument-panel group to the aircraft, though the primary interaction is external flight.

Provide a start menu overlay with the title “SkyPilot: World Flight,” subtitle explaining that this is a focused flight-sim prototype flying the SP-01 Horizon from Meridian Field, navigating weather, and landing safely at a destination runway. Include two buttons: “Begin mission” and “Free flight.” Include a keyboard help line: W forward, S brake, A/D steer, Up/Down climb or descend, G gear, X flaps, C camera, Esc pause. The normal HUD is hidden behind the menu until either button is selected.

The core flight model should be continuous and physics-like rather than arcade teleportation. W gradually raises throttle, S reduces throttle and applies braking, and the aircraft accelerates according to throttle and quadratic drag up to roughly 145 m/s. A and D steer using a smoothed yaw rate, changing heading and rolling the plane; Up and Down change pitch, with pitch and roll gradually returning toward neutral. Forward movement should follow the current heading across the world. Airspeed produces lift and vertical motion once speed is above approximately 24 m/s; pitch controls climb/descent, and weather can add wind disturbances. Fuel starts at 100% and drains in proportion to throttle; when fuel reaches zero, throttle must fall to zero. Keep the airplane above a runway-level minimum altitude of about 1.2 meters. If it hits the runway at more than about 92 m/s, trigger a failed-flight/crash state and show an ATC failure message. If it reaches the destination end of the route at low speed while near the ground, complete the landing and show an ATC welcome message with a landing score.

Begin mission should reset the aircraft to the runway with zero speed and throttle, hide the menu, set weather to RAIN, and show the ATC message “Meridian Ground — runway 09, throttle up when ready.” Its mission panel should read “MISSION: MERIDIAN HOP” and “Take off, climb above 500 m, then land at Solace Bay.” Free flight should perform the same reset, hide the menu, set weather to CLEAR, change the mission panel to “FREE FLIGHT” and “Explore the Meridian archipelago and practice approaches,” and show “Meridian Ground — cleared for free flight.” Support weather visuals for clear, rain, storm, snow, and fog: rain and snow are particle fields, storm and rain can affect wind, and fog changes atmospheric density. The visible menu paths only directly choose rain for the mission and clear for free flight, but retain the weather state in the game.

The fixed HUD should use translucent near-black rounded panels with subtle cyan borders and blur. At the top left show “SKYPILOT” in cyan and “WORLD FLIGHT / SP-01 HORIZON.” At the top right show the mission title and description. Include a small upper-left speed panel. At bottom left show a “PRIMARY FLIGHT DISPLAY” with live Airspeed in knots, Altitude in meters, Vertical speed in m/s, Heading as a three-digit bearing, Throttle percentage with a cyan-to-green progress bar, and Fuel percentage with a progress bar. At bottom right show “SYSTEMS / NAV” with Flaps (UP or LAND), Gear (DOWN or UP), Autopilot (OFF by default), Weather, Next waypoint “SOLACE BAY,” and live distance; below it explain that landing score is based on alignment, speed, vertical rate, gear, flaps, and braking. Put a centered-bottom ATC message panel over the scene.

Support camera controls: C cycles through four camera views (a close chase view, a higher external view, a farther rear view, and an offset side/external view), and M switches to a high top-down map-like camera centered above the plane. Esc toggles pause. G toggles landing gear visibility/state, X toggles flaps and rotates the yellow flap surfaces down when deployed, and B toggles brakes (S should also apply braking while held). Display the systems states live. Autopilot can remain a displayed OFF state as in the prototype rather than adding autonomous behavior. For touch devices, show translucent circular controls: pitch up/down, roll left/right, throttle increase, and brake, with pointer hold behavior corresponding to the keyboard controls.

Use responsive full-screen rendering, antialiasing, shadows, tone mapping, and a perspective camera. Include looping low-volume engine audio started after user interaction, with pitch/filter/gain driven by throttle and speed. Keep the game playable as a single-page web experience with no reel or cutscenes: the emphasis is on taking off from the runway, flying through the atmospheric world, managing basic aircraft systems and weather, and attempting a controlled approach and landing at Solace Bay.”

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