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Arcade › BlockWorld: Lost Kingdom
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Remix BlockWorld: Lost Kingdom 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.
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 browser-based first-person voxel sandbox titled “BlockWorld: Lost Kingdom.” Use a Three.js-style 3D perspective camera with a 72-degree field of view, centered white crosshair, soft shadows, fog, and a bright stylized low-poly/block aesthetic. The world is a small starter island made from axis-aligned 1x1x1 cubes on a square grid, approximately x=-7..7 and z=-7..7. Give the island uneven terrain about 1–3 blocks high: grass on the surface, dirt beneath the grass, and stone deeper down. Surround it on all four sides with a ring of shallow translucent blue water/ocean slabs. Add four simple block trees: brown wood trunks rising from the island and chunky 3x3 green grass cube canopies. Include visible resource blocks embedded around the island: coal, copper, iron, gold, diamond, crystal, and ancient metal, each with distinct colors; crystal and diamond should glow slightly. Start the player avatar, named Kai, above/near the island in first-person view, holding a simple pickaxe in the lower-right foreground with a brown handle and gray metal head. The pickaxe should swing when mining. Core gameplay is Minecraft-like block interaction. Click to look/pointer-lock and use WASD to move, Space to jump. Left click mines/removes the centered targeted block if it is within 7 units and not permanent terrain; add the removed block to the inventory and show a short pickaxe swing, an action label such as Mining or Chopping, and a toast such as “Grass collected.” Right click places the currently selected block on the adjacent face of the targeted block, within 7 units, provided the placement is within y=0..14 and (in Survival Mode) the player owns at least one selected block. Number keys 1–5 select the five hotbar materials: Grass, Dirt, Stone, Wood, and Sand. The player can also click hotbar slots. Highlight the targeted cube with a thin white outline. Provide two modes. Survival Mode is the default: finite starter inventory of Grass 16, Dirt 8, Stone 12, Wood 3, Sand 8, Food 2, Torch 1, and zero for the ore/material resources; placing consumes the selected block. Track health, hunger, and oxygen. Hunger gradually drains; if hunger becomes very low, health drains. Walking outside the island over the surrounding water makes the avatar wade/swim, drains oxygen, and displays oxygen while it is below 100; oxygen recovers back on land. Spawn three dark purple-black rectangular shadow creatures at positions around the island, but keep them invisible in daylight; during sufficiently dark nighttime they become visible, move toward the player when nearby, face the player, and damage health on contact range. Do not add combat mechanics that are not specified. The world has a continuous day/night cycle. Show a bright cyan sky in daytime, a darker sky at night, directional sunlight changing intensity/height, stars and a pale moon at night, and atmospheric fog. In Survival Mode cycle weather approximately every 18 seconds through clear, rain, fog, snow, and back to clear. Rain and snow are lightweight falling particle effects; fog shortens the fog distance; weather is shown in the HUD. Classic Mode is an unlimited building mode: pressing M or clicking the centered mode button toggles it, blocks are unlimited, survival health/hunger/oxygen and quest display are replaced by a “CLASSIC BUILD MODE” status, weather is forced clear, and enemies are hidden. The toggle button should change between “Classic Mode” and “Survival Mode.” Include a compact dark translucent glass-like HUD over the world. Top-left branding reads “BLOCKWORLD” and “THE LOST KINGDOM.” Top-right Survival HUD shows heart health, meat hunger, oxygen when relevant, current time in hours, weather, wood count, food count, and current action (Idle, Walking, Mining, Chopping, Placing, Crafting, Wading, or Swimming). In Classic Mode show “CLASSIC BUILD MODE,” “Unlimited blocks,” time, and action instead. Beneath the branding show a quest panel reading “CHAPTER 1 · THE ISLAND,” initially “Find shelter before nightfall.” and the flavor text “Kai’s broken compass points toward a distant mystery.” Update the objective after five mined blocks or after collecting resources to “Collect resources and craft your first tool.” After at least eight placed blocks update it to “Shelter built. Press C and prepare for the first night.” At the bottom center, show a five-slot hotbar with numbered slots, colored block swatches, labels, and inventory counts; selected Grass should have a bright green/white outline and lift slightly. Display the control hint: “Click to look · WASD move · Space jump · Left mine · Right place · C craft · 1–5 select.” Show brief centered toast notifications for collection, placement, crafting, mode changes, and weather changes. Press C to open a centered dark “CRAFTING TABLE” panel with a Close button and these exact recipes: 4 Planks from 1 Wood; 4 Sticks from 2 Planks; Stone Pickaxe from 3 Stone and 2 Sticks; Torch ×4 from 1 Coal and 1 Stick. Crafting consumes requirements, adds outputs, shows “Crafted [recipe]” or “Not enough resources,” and temporarily sets the action to Crafting. Make the layout responsive so the hotbar and HUD remain usable on narrow screens. Use only the blocky island, trees, ocean ring, resources, simple shadow creatures, weather, lighting, HUD, crafting, and building/mining systems described here; do not invent additional story areas or mechanics.