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Arcade › BlockCraft
Click the game above and it runs right here in your browser. No download, no installer, no account needed. lion uyola built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about BlockCraft yet. Play it, then tell lion uyola what you would add next.
BlockCraft was built by lion uyola 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 BlockCraft 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 browser-based first-person voxel sandbox game titled “BlockCraft (Mini)”. Use Three.js with PointerLockControls and a full-window WebGL canvas. The player views the world from eye level in first person, with mouse-look after clicking to lock the pointer; Escape releases the pointer and shows a centered “Click to play / Esc to release mouse” overlay. Build a small procedurally generated voxel landscape stored in a 3D grid approximately 48 blocks wide by 24 blocks high by 48 blocks deep. Generate uneven rolling terrain from layered sine-wave height functions, with a surface around sea level 10 and heights clamped within the world. Each column should have a stone foundation, deeper stone underground, several dirt layers, and a grass surface block, with air above. Occasionally generate simple blocky tree-like formations: a vertical stone-colored trunk and a rough dirt-colored leaf canopy, matching the implementation’s placeholder materials rather than introducing separate wood or leaf block types. Render only visible voxel faces using a custom face-culling mesh, with chunky square blocks and low-resolution pixel-speckled procedural textures. Use green pixel texture for grass top faces, brown dirt texture for grass sides and dirt blocks, and gray stone texture for stone. Use Lambert-style ambient and directional lighting, a light blue sky/background with fog, and a large green horizontal ground/horizon plane for distant landscape feel. Keep the art style minimal, blocky, low-poly, and Minecraft-like. Implement a controllable player with simple AABB collision against solid voxels. The player is roughly 1.8 blocks tall and 0.32 blocks half-width, with gravity, ground detection, small step-up capability, and a jump velocity. WASD moves relative to the camera; normal movement is about 5.2 units/second, and holding either Shift key sprints at about 7.6. Space jumps only while grounded. Keep the player within the world’s horizontal bounds and reset the player above the center if they fall. Implement voxel interaction with a camera-centered ray/grid traversal reaching about 6 blocks. While pointer-locked, Left Mouse Button breaks the first solid block hit, except the bottom-most y=0 foundation layer. Right Mouse Button places the currently selected block into the adjacent air cell on the hit face; refuse placement outside the grid, into an occupied cell, or overlapping the player’s body. Rebuild the culled voxel mesh after every edit. Press R to regenerate the entire procedural world and rebuild it. Create a minimal fixed HUD over the canvas. At top-left display a bold “BlockCraft (Mini)” title and a compact hint line such as “Click to lock mouse • WASD move • Space jump • LMB break • RMB place • 1-5 blocks • R regen”. Put a small white plus-shaped crosshair at the exact center. At the bottom center show a five-slot hotbar with numbered slots 1 through 5, dark translucent backgrounds, pale borders, and small square swatches. Match the actual functional selection: keys 1, 2, and 3 select grass, dirt, and stone respectively, with the selected slot highlighted; slots 4 and 5 may remain visible but inactive. Use green, brown, and gray swatches for the first three slots. Do not add enemies, inventory counts, health, score, win state, or lose state; this is an open-ended sandbox focused on exploring, breaking, and placing blocks.