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BlockCraft

  • 3d
  • voxel
  • sandbox
  • first-person
  • creative
  • survival
  • multiplayer
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. COLE KAISER built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BlockCraft yet. Play it, then tell COLE KAISER what you would add next.

Make your own game

BlockCraft was built by COLE KAISER 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.

Read the build brief for BlockCraft

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-playable 3D first-person voxel sandbox titled “BlockCraft,” inspired by a lightweight Minecraft-style toy. Use Three.js or an equivalent WebGL renderer. The camera is a perspective first-person camera with mouse look when pointer lock is enabled and arrow-key look for laptop play. Show a bright blue sky, soft blue distance fog, directional sunlight with soft/cascaded shadows, and chunky one-unit cube terrain with a clean low-detail voxel appearance.

Build a small procedurally generated block world centered around the player. Generate a square area roughly 25–29 blocks across, with layers from below ground up: dirt near the surface, grass on the top layer, and stone deeper down. Support three rebuildable terrain presets: Plains, which is relatively flat with gentle variation; Hills, which forms rolling terrain; and Islands, which creates a taller central landform surrounded by gaps/empty space. Add sparse blocky trees in the generated world: three-block-high wood trunks topped with compact clusters of green grass-colored cube leaves. Keep the world bounded for placement, with the visible terrain matching the screenshot’s green stepped hills and blocky ledges.

The player is an invisible first-person capsule/box collision volume about 0.64 blocks wide and 1.8 blocks tall, with the camera at eye level. Implement WASD movement, acceleration, gravity, solid block collision on all three axes, grounded detection, and jumping with Space in Survival. Shift increases walking speed for sprinting. The player can take fall damage from sufficiently hard impacts; Survival starts with 5 health hearts, and when health reaches zero the player respawns above the world, restores health, and increments a death counter. Falling out of the world also causes a Survival respawn. Creative mode has unlimited health, disables fall damage, and supports a flight toggle with F: while flying, WASD moves freely horizontally, Space rises, Ctrl descends, and movement is faster. Creative flight should be off when switching back to Survival.

Implement real-time voxel editing using a raycast from the center of the camera, with a reach of about 8 blocks. Display a thin translucent white wireframe cube around the currently targeted block, plus a small white crosshair at screen center. Break the targeted block with left click or Q, and place the currently selected block against the targeted face with right click or E. Do not allow placing inside the player in Survival, and prevent edits outside the allowed vertical/horizontal bounds. In Survival, breaking a block adds one block of its type to inventory and placing consumes one; start with Dirt 24, Grass 24, Stone 20, and Wood 16. Creative displays unlimited quantities. Select block types with number keys 1–4 in this order: Dirt, Grass, Stone, Wood. Use distinct earthy materials: brown dirt, bright green grass, gray stone, and warm brown wood. Track and display total blocks placed and broken.

Start on a dark translucent menu overlay before gameplay. Brand it “BlockCraft” and provide tabs/panels for Play, Multiplayer, World, and Controls. Play offers “Play on Laptop,” “Play with Mouse Lock,” and Resume Game after starting. World/settings lets the user edit player name, switch Survival/Creative, choose Plains/Hills/Islands, rebuild the world, and tune look sensitivity and fog depth. Controls panel lists the actual controls. Escape or the on-screen Menu button opens a pause menu and pauses movement; resume returns to the world. L toggles mouse pointer lock. Preserve a compact, modern dark UI style with rounded panels and readable white text.

During gameplay, place a minimal HUD over the world. At top-left show the BlockCraft title. At the lower-left show the selected mode and block plus its quantity, health hearts or infinity, death count in Survival, flying state in Creative, terrain name, player coordinates, room code, player count, and a short controls hint. Use a centered “+” crosshair. The screenshot should read as a green voxel landscape viewed from eye level, with visible cube edges/ledges, trees, shadows, and fog depth rather than a flat 2D scene.

Implement local multiplayer between browser tabs/windows using a room code and BroadcastChannel-style synchronization, without requiring a server. Tabs in the same room see colored, simple blocky remote avatars made from a rectangular body and cube head, with floating dark name tags above them; Creative players can have a small creative marker in the name. Synchronize player position/orientation/name/mode, block placement and removal, joins/leaves, and room chat. Include a bottom-right “Room Chat” panel with message history, an Enter-to-type input, Send button, and Enter/Escape behavior for sending/canceling chat. Show room code and player count in the HUD and menu. Joining a different room removes old remote players and uses the new room’s channel. Keep this a playable toy focused on movement, exploration, block editing, terrain rebuilding, local-tab multiplayer, and chat; do not add combat, crafting, mobs, quests, or other systems not described.

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