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Blockforge

  • 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. Aiden Pivot built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockforge yet. Play it, then tell Aiden Pivot what you would add next.

Make your own game

Blockforge was built by Aiden Pivot 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 Blockforge 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 Blockforge

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 "Blockforge" as a browser-based first-person 3D voxel sandbox. Begin on a full-screen main menu over a blue radial-gradient background, with a centered dark navy rounded panel, large white title "Blockforge", subtitle "A voxel sandbox — build, break, and explore.", a bright green rounded "Create World" button, and a compact control hint listing WASD move, mouse look, left click break, right click place, 1-6 swap blocks, E inventory, B close inventory, and Esc pause. On Create World, hide the menu and enter a Three.js-style first-person voxel world with a sky-blue background and atmospheric fog. Use a perspective camera, directional sunlight with soft shadows, ambient and hemisphere lighting, and a bright outdoor appearance.

The world is an effectively infinite streamed superflat voxel world. Generate square chunks 12 blocks wide, keep a 5-by-5 area around the player loaded and unload chunks farther than one extra chunk beyond that. The terrain surface is flat at height 3: layers from y=0 through y=3, with stone in the deeper layers, dirt beneath the surface, and grass as the top block. Use cubic one-unit blocks and only render exposed blocks. The world should receive a random seed when created and show it in the HUD. Procedurally place occasional trees away from the spawn area: trunks are 3-4 blocks tall, made of log blocks, with compact leafy canopies extending around and above the trunk. Allow trees and player-built changes to stream with chunks.

Give the player a first-person avatar represented by the camera, initially spawning above the center of the terrain. Implement WASD movement relative to camera yaw, mouse pointer-lock look with yaw and clamped pitch, gravity, collision against voxel blocks, and Space to jump. The player should have basic collision dimensions, fall recovery back to the spawn area, and movement speed around 6.3 with jump speed around 7. The camera should look from the player's eye position. Clicking the canvas while playing locks the cursor; display a centered white plus crosshair.

The core sandbox interaction is raycast targeting from the center of the view. Left click breaks the targeted exposed block, but do not permit breaking blocks at y<=0. Right click places the currently selected block on the face adjacent to the targeted block, as long as it is within the build range/height (maximum roughly y=19), empty, and does not intersect the player. Persist removals and placements as the player moves through streamed chunks. The six buildable block types are grass, dirt, stone, log/wood, leaves, and sand. Use pixel-art textures with nearest-neighbor filtering on every block. Grass must have distinct green top, green/brown side, and dirt bottom faces; wood must have bark side faces and circular log-end top/bottom faces; stone, dirt, leaves, and sand should each have their own mottled pixel textures. Use opaque/mostly opaque block materials, with leaves slightly transparent, and cast/receive shadows (leaves need not cast shadows).

Add simple passive wandering mobs near the player. Spawn up to eight at a time, initially several around the spawn, selected randomly from three visibly blocky variants named Sheep, Slime, and Boar. Each is assembled from primitive cuboids: a colored rectangular body, head, contrasting nose/accent and four small legs. They wander randomly across the flat surface, turn when blocked, bob subtly while moving, and despawn when too far from the player. Show the current number of mobs in the HUD; they are ambient passive creatures and have no combat or interaction system.

While playing, show a non-interactive HUD overlay: a translucent pill-shaped status bar centered at the top reading "World: <seed> · Mobs: <count>" on the left and context text on the right (such as click to lock cursor, paused, inventory open, or the currently held block), the central plus crosshair, and a bottom-centered six-slot hotbar. Hotbar slots should be dark translucent rounded cards with a pixel swatch, number 1-6, and uppercase labels; the selected slot should turn bright green, have a light border, and lift slightly. The six slots are ordered grass, dirt, stone, log, leaves, sand. Switch slots with number keys 1-6 or mouse wheel, cycling through the six choices.

Press E to open a centered dark rounded Inventory overlay, stop movement and release pointer lock. It should be wider than the menu and titled "Inventory", with explanatory text saying E opens it, B closes it, and clicking equips a block. Display the same six blocks in a responsive clickable grid with pixel swatches, names, and a hint for the corresponding number key; highlight the selected item green. Press B to close it. Press Esc during play to open a dark centered pause overlay titled "Paused" with green "Resume" and blue "Back to Menu" buttons; pause stops player movement and releases pointer lock, while Esc again resumes. Back to Menu clears the current world and returns to the original title screen. Use responsive styling for smaller screens, dark translucent panels, soft shadows, rounded corners, light text, green primary actions, and blue secondary actions. Do not add health, enemies, scoring, crafting, inventory quantities, weapons, biomes, water, or other mechanics beyond this build/break/explore sandbox.

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