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Blockwild

  • 3d
  • voxel
  • sandbox
  • first-person
  • survival
  • building
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. agostino.murphypl built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockwild yet. Play it, then tell agostino.murphypl what you would add next.

Make your own game

Blockwild was built by agostino.murphypl 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 Blockwild 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 Blockwild

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 playable first-person voxel sandbox game titled “Blockwild.” Use a Three.js-style 3D perspective with a 72-degree first-person camera, pointer-lock mouse look, and a centered white crosshair. The world should be made of individual one-unit cubic blocks in a roughly 40 by 40 outdoor area, under a clear light blue sky/background with matching distance fog. Build the terrain procedurally as rolling uneven ground: grass blocks on the surface, dirt beneath them, and occasional stone at the bottom. Add a handful of simple blocky trees around the starting area, with brown wood trunks and compact green leaf canopies. Use soft hemisphere lighting plus a warm directional sun, with block shadows and a clean, colorful low-poly voxel appearance.

Spawn the player as a simple dark blue rectangular humanoid body at approximately (0, 5, 5), above the terrain. Support FPS movement with WASD, mouse look, and Space to jump, with gravity and collision/grounding appropriate for the voxel landscape. The player can mine or build blocks using the block directly under the crosshair: left click mines in Mine mode, while right click builds against the targeted block; prevent mining the bottom y=0 layer, prevent building inside the player, and limit building height to y=16. Include touch-friendly Mine and Build buttons on narrow/mobile screens. Q toggles between Mine and Build modes, number keys 1–8 select the corresponding block type, and clicking a hotbar slot selects it.

Provide eight selectable block materials in this order: Grass (green, with a lighter green top), Dirt (brown), Stone (gray), Sand (pale yellow), Wood (medium brown), Leaves (dark green), Brick (red), and Glowstone (bright golden yellow). Show these as colored swatches in a bottom-center hotbar, with number labels 1 through 8; the selected slot has a bright white border and is raised slightly. Rebuild/update the voxel meshes whenever a block is mined or placed. Display a persistent HUD: a dark translucent rounded panel at top left labeled BLOCKWILD with the instruction text “WASD + mouse · Space jump · Click mine · Right-click build · 1-8 blocks”; at top right show the current total number of blocks in the world, Health, and the current Mine/Build mode; show the crosshair at screen center.

Populate the world with six hostile, simple block-shaped magenta/red mobs placed around the landscape. Each mob consists of a rectangular torso and head, with two small pale glowing eyes, and moves toward the player when within about 18 units. Make them bob slightly and face the player while approaching. When a mob is very close, it damages the player for 12 health every 0.65 seconds. Start health at 100, show it in the HUD, and trigger a centered “You Died” overlay saying “The mobs got you.” when health reaches zero or the player falls far below the world. Stop normal movement after death and provide a Respawn button that restores health to 100 and returns the player to the original spawn point. Keep the overall presentation minimal and polished: blue sky, foggy voxel terrain, warm shadows, dark translucent rounded HUD cards and buttons, and no extra gameplay systems beyond mining, building, movement, jumping, hostile mobs, health, death, and respawn.

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