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Arcade › Blank Lab

Blank Lab

  • 2d
  • sandbox
  • physics
  • creative
  • minimal
  • experimental
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. Levi Nicholson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blank Lab yet. Play it, then tell Levi Nicholson what you would add next.

Make your own game

Blank Lab was built by Levi Nicholson 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 Blank Lab 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 Blank Lab

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.

Recreate a browser-based 2D physics sandbox called “Blank Lab.” Make the entire viewport a full-screen, touch-friendly canvas with no scrolling. The player begins in an intentionally empty laboratory/sandbox: there are zero spawned objects, no score, lives, weapons, or win condition. The core purpose is to provide a navigable physics stage ready for future items.

Camera and interaction: use a world approximately 2400 by 1300 units, with the camera constrained so it can never reveal space outside that rectangular arena. Start centered at the home view with a zoom chosen to fit the whole playable area (the implementation uses a minimum zoom based on viewport size and allows zoom up to about 1.9). Drag empty canvas space to pan. Use the mouse wheel to zoom around the cursor, keeping the point beneath the cursor stable; support two-finger pinch zoom on touch devices. The canvas should distinguish empty-space dragging from object dragging, although the initial state has no objects.

Visual setting: render a dark, subdued lab/sandbox backdrop with a nearly black green-tinted vertical gradient. Overlay a technical graph-paper grid across the view, with fine lines every 25 world units and brighter major lines every 100 units, using translucent green lines. Draw the bounded arena as a dark translucent green rectangle with a thin glowing green outline. The lower portion of the arena is a deep green floor/chamber area beginning at world y=420, with a darker-to-green vertical gradient and a subtle repeating organic green material texture; its upper edge is highlighted by a pale green horizontal line. Keep the look minimal, futuristic, and restrained, with soft translucent panels and green illumination.

Empty state: because there are no bodies, show a centered rounded rectangular callout around world position (0,40), with a translucent cool gray/blue-green fill and subtle border. It reads “No items loaded” in a bold futuristic monospace/display font and underneath “The physics stage is ready for the first item.” Do not show this callout once an object exists. The physics scaffold should support circular bodies for future use: bodies have position, velocity, radius, color, selection, dragging, gravity, damping, wall collision, and floor bouncing. Gravity starts enabled at approximately 980 units/s²; bodies are damped slightly each fixed 60 Hz step and bounce with reduced velocity off the left, right, top, and floor boundaries. However, start with the body list empty and do not add spawnable objects.

HUD and category selector: place a compact fixed top-center carousel above the canvas, styled as a pill-shaped translucent dark-green panel with a thin green border and soft shadow. It contains a left arrow, a central selected-category pill, and a right arrow. The initial selected category is “Vessels.” The four cyclic categories are, in order: Vessels (“Living things will appear here later.”), Objects (“Props and loose items will be added later.”), Tools (“Editing and interaction tools will be added later.”), and Materials (“This green organic material is loaded for later use.”). Clicking the arrows cycles categories with wraparound. Hovering over the carousel and using the mouse wheel also cycles categories instead of zooming. The central category tab changes its open/highlight styling when a menu is open.

Vessels interaction: clicking the Vessels tab opens a full-screen dark translucent overlay and displays a centered blue retro-styled loading splash for exactly 3 seconds. The splash should be a large framed panel with a pale blue beveled border, dark navy-blue interior, scanline/repeating stripe texture, blue glow, and abstract luminous blue/white radial forms. Large skewed glowing text says “VESSEL” on one line and “CATEGORY” on the next; “LOADING...” appears near the lower left. After the 3-second splash, automatically replace it with a larger centered Vessels menu. This menu is a dark translucent green panel with rounded corners, green border/glow, a close X in the upper-right, title “Vessels,” subtitle “Living things will be added here soon.”, and a large dashed empty content area stating “No vessels available yet.” It contains no usable spawn buttons. Clicking the close X closes the menu. Clicking the Vessels tab while its splash or menu is open closes it; switching categories also closes menus. For Objects, Tools, and Materials, cycling to them changes only the selected label and closes any menu; they have no item menus or spawnables yet.

Use a pixel/futuristic monospace display style similar to W95FA or another compact retro system font. Keep all controls and overlays visually subordinate to the empty sandbox. Do not add characters, ragdolls, crates, weapons, hazards, enemies, objectives, scoring, or other features: this build is specifically a blank physics lab with future-facing category UI and an empty item system.

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