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Blockline City

  • 3d
  • voxel
  • city-exploration
  • third-person
  • driving
  • sandbox
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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. Oszkár Weisz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockline City yet. Play it, then tell Oszkár Weisz what you would add next.

Make your own game

Blockline City was built by Oszkár Weisz 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 Blockline City 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 Blockline City

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 third-person voxel city exploration game titled “Blockline City,” using Three.js-style rendering and a clean low-poly/blocky aesthetic. Show a large square city area bounded roughly 100x100 world units, with a green ground plane and a grid of dark charcoal roads: five parallel roads running on each axis, forming square blocks, with small intermittent yellow lane markers at intersections/road sections. Surround the central area with colorful simple rectangular voxel towers/buildings in blue, red, green, ochre, and purple; vary their widths and heights, and add repeated cyan-blue rectangular window bands on their facades. Also place a couple of larger detailed but still stylized commercial building assets toward the far side of the city. Use a pale blue sky/background, atmospheric fog in the distance, strong warm directional sunlight, soft shadows, and ambient hemisphere lighting.

The player begins on foot near the SUV, at approximately (0, 0.2, 8), and is represented by a scaled-up blocky humanoid character model. Use an over-the-shoulder/third-person camera following the character at about 9 units distance, with standard WASD or arrow-key movement, mouse/third-person camera interaction as supported by the controls, Shift to sprint, and Space to jump. The player can explore freely over the city ground. Animate the character with idle, walk, and sprint animations when available. Keep the crosshair fixed at screen center.

Place a stylized purple toy-like SUV at approximately (5, 0, 7), initially facing generally toward negative Z. It should have chunky low-poly bodywork, purple body panels, dark wheels, and a pale windshield. When the player is within about 4 world units and presses E, switch to driving mode: hide the player, take control of the SUV, and use WASD/arrow keys where W/up accelerates, S/down reverses, and A/D or left/right steers. Give the vehicle momentum with acceleration, friction, a reverse limit around -12 and forward limit around 24, and constrain it to the city bounds around x/z ±47. Use a camera behind and above the SUV that smoothly follows its heading and looks toward it. Press E while driving to exit, restore the player beside the SUV, and return to the on-foot camera. Include a reset-car behavior on R that returns the SUV to its starting position and stops it.

Implement the block-building mechanic exactly as a simple voxel interaction. The player starts with a displayed block count of 0. On left mouse click, or the on-screen square block button on touch devices, cast a ray from the camera/crosshair. If a nearby scene object is hit, place a 2x2x2 brown/orange rough cube snapped to a 2-unit grid against the hit face (with height snapped to at least 1 and then 2-unit increments); otherwise place a cube four units in front of the current player or SUV position, also snapped to the 2-unit grid. Increment the Blocks counter for each placed cube. On right mouse click, cast from the center crosshair and remove the first cube whose name begins with “block_,” decrementing the counter and briefly showing a “Block removed” toast. Make placed blocks cast and receive shadows. Do not treat the ground, player, or SUV model as a placement hit target.

Build a fixed HTML HUD over the canvas. In the upper-left, use a dark translucent rounded card with the mint-green bold title “BLOCKLINE CITY” and a status line showing the yellow mode “ON FOOT” or “DRIVING,” “Blocks 0” (updated dynamically), and “Cash 
50.” Cash remains
50 in the described gameplay. In the upper-right, show a matching dark translucent instruction card reading “WASD / arrows move · Shift sprint · Space jump · E enter SUV · Click place/remove blocks.” Put a small white crosshair at the exact center. On desktop hide touch controls; on narrower/mobile screens show three rounded dark buttons in the bottom-right: an up-arrow jump button, an “E” enter/exit button, and a mint square block button. Display short centered bottom toast notifications when the game starts (“Explore the blocky city — find the SUV”), on entering (“Driving mode — WASD to cruise, E to exit”), on exiting (“Back on foot”), and when removing a block. Use responsive resizing, prevent the context menu so right-click can remove blocks, and preserve the visual style of dark glassy HUD panels, rounded corners, subtle borders/shadows, mint accents, and soft low-poly city shadows.

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