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Blockbound

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
  • exploration
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. TheGamerjerbear built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockbound yet. Play it, then tell TheGamerjerbear what you would add next.

Make your own game

Blockbound was built by TheGamerjerbear 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 Blockbound 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 Blockbound

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 first-person voxel sandbox game titled “Blockbound.” Use Three.js or an equivalent 3D engine with a perspective FPS camera, rendered full-screen against a light sky-blue background with matching distance fog. The player is an invisible/free camera-style avatar positioned initially around (0, 7, 5), looking through a central white crosshair. Give the player WASD movement, mouse look, Space to jump, gravity, and collision-aware walking over the voxel terrain; use a movement speed around 5.2, jump speed around 8, and gravity around -22. On touch/mobile layouts, retain usable on-screen BREAK and PLACE buttons, while desktop can use mouse buttons.

Build a small 10-by-10 voxel world on an integer grid. Fill x and z from -5 through 4. For every column, calculate a low rolling terrain height using a sine/cosine height variation, with columns generally 2–4 blocks high. Fill each column from y=0 through its height: the bottom layers are gray stone, the upper subsurface layers are brown dirt, and the top block is bright green grass. Keep the terrain made of sharp-edged, one-unit cubes with simple solid materials and no outlines or textures. Occasionally generate a simple tree in columns selected by the same sparse deterministic condition: a vertical brown wood trunk rising above the terrain, with a compact irregular green leaf canopy made from cubes around the top. Use the visible palette colors: grass green (#62b84f), dirt brown (#9a613b), stone gray (#7f8791), wood brown (#9b6a3d), leaf green (#2e8b57), and sand tan (#d8c17b). The selectable build palette should show grass, dirt, stone, wood, and sand swatches; leaf can exist in the world but does not need to be a selectable swatch. Start with grass selected and visibly highlight the selected swatch with a white border and blue outer glow.

Implement the core sandbox interactions. Cast a ray from the camera through the center crosshair into the voxel world. A normal left click breaks/removes the first targeted block, except blocks at y=0 cannot be removed. A right click, or Shift-click, places one block of the currently selected material on the adjacent face of the targeted block, provided the target position is within y=0–20 and empty. The touch BREAK button performs the break action and PLACE performs the place action. Prevent the browser context menu. Updating blocks should immediately update the visible world and the HUD count.

Use directional sunlight and hemisphere lighting with soft-ish shadows enabled: bright daylight from above, blue-tinted sky illumination, warm darker ground shading, and shadows cast by cubes. Use a 75-degree perspective field of view, antialiasing, and fog beginning around 22 units and ending around 55 units. The visual style should be clean, colorful, minimal low-poly voxel terrain with large flat color faces and strong directional shadows.

Create a HUD layered over the game with pointer-events disabled except for controls. At the top, show two translucent dark blue-gray rounded panels: on the left, bold “BLOCKBOUND” followed by the current total number of blocks in the world; on the right, bold instructions reading “WASD move · mouse look · Space jump” and “Click break · Right-click place.” Center near the top, show a translucent rounded help panel reading “Mine blocks, build up, and explore your tiny voxel world.” Keep a white crosshair centered on screen with horizontal and vertical bars and a subtle dark shadow. Put the material swatches along the bottom-left, and on narrow/mobile screens move them upward enough to leave room for the action controls. On mobile, place large dark translucent rounded BREAK and PLACE buttons at the bottom-right. Hide those action buttons on wider desktop layouts. Make panels and buttons readable white bold system UI text, with semi-transparent backgrounds, subtle borders, rounded corners, and active-button feedback. The result should be an open-ended tiny voxel world where the only goal is to explore, mine, and build.

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