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BlockForge Studio

  • 3d
  • sandbox
  • builder
  • voxel
  • creative
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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. Theodore Kistler STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BlockForge Studio yet. Play it, then tell Theodore Kistler STUDENT what you would add next.

Make your own game

BlockForge Studio was built by Theodore Kistler STUDENT 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 Studio 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 Studio

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 3D block-building sandbox titled "BlockForge Studio" using a dark, polished Three.js-style presentation. The scene is an orthographic-feeling perspective view of a 24-by-24 square ground plane with a visible square placement grid, set against a deep navy background with subtle fog. Start the camera elevated and angled toward the center of the build area (roughly at position 9, 8, 11), looking at about y=1. Use soft hemisphere illumination plus a bright directional sun, with shadows enabled. The ground should be dark blue-gray and the grid should use muted slate lines.

The primary interaction is an EDIT MODE block builder. The top overlay is a fixed, translucent dark panel with a thin gray border, rounded corners, and shadow. It spans nearly the width of the screen with the title "BlockForge Studio" on the left, a teal pill reading "EDIT MODE", the subtitle "A tiny browser-based block game builder", then a Playtest button and a red/dark-red Clear button on the right. On the right side below the header, show a fixed Blocks palette panel with the same glassy dark styling. It contains six selectable block buttons in a two-column grid: Grass (green swatch), Stone (light gray swatch), Wood (brown swatch), Lava (coral-red swatch), Gold (yellow swatch), and Glass (cyan swatch). Grass is selected initially and its button has a blue active highlight. Below the palette show live text: "Blocks: 0", "Selected: Grass", and "Build on the grid, then playtest your map." At the bottom center show a rounded hint bar: "Click a grid cell to place a block · right-click to remove · drag to orbit · wheel to zoom".

In edit mode, clicking an empty ground grid cell places one nearly-cubic block (about 0.98 units on each side) centered on that snapped cell at ground level. Clicking a block places another selected block directly on top of it, allowing vertical stacks. Snap horizontal placement to half-offset grid centers. The selected material determines the block color and appearance: Grass bright green, Stone slate/light gray, Wood warm brown, Lava orange-red, Gold vivid yellow with some metallic quality, and Glass cyan with transparency around 55%. Blocks cast and receive shadows. Right-clicking a placed block removes it. Do not remove the ground when right-clicking it. While hovering in edit mode, show a semi-transparent/bright white wireframe cube outline at the prospective placement location, positioned either over the hovered ground cell or above the hovered block; hide the outline when nothing is under the pointer. The 3D canvas should support drag-to-orbit camera controls and mouse-wheel zoom in edit mode, with damping, a minimum distance around 5, maximum around 25, and a shallow-enough polar limit to keep the build visible.

The Playtest button toggles between edit and play modes. In play mode, change the button label to "✎ Edit Map", change the teal badge to "PLAY MODE", hide the placement outline, disable orbit editing controls, and update the bottom hint to "Play mode: use WASD / arrow keys to move · press Esc to edit". There is no separate visible character, avatar, enemy, scoring, or win condition: playtest is simply a free camera movement mode through the constructed map. Use WASD or arrow keys to move the camera and its look target together across the horizontal plane at approximately 4 units per second (W/up moves toward negative z, S/down toward positive z, A/left toward negative x, D/right toward positive x). Press Escape to return to edit mode. When entering play mode, reset the camera to an elevated view around (7,6,9) aimed at (0,1,0). The Clear button removes every placed block and updates the live block count.

Keep the interface responsive, fixed over the canvas, and non-interactive outside its own controls. Use a modern system sans-serif font, dark navy/charcoal translucent panels, rounded 9–14px corners, slate borders, muted gray helper text, teal mode badge, and blue active palette state. The final experience should feel like a tiny creative voxel-map editor rather than a conventional action game, and should contain only the mechanics and UI described above.

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