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Blueprint Block

  • 3d
  • building
  • construction
  • sandbox
  • puzzle
  • low-poly
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. Cake Cake built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blueprint Block yet. Play it, then tell Cake Cake what you would add next.

Make your own game

Blueprint Block was built by Cake Cake 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 Blueprint Block 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 Blueprint Block

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 a playable 3D low-poly suburban house-building game titled “Blueprint Block.” Use Three.js-style real-time 3D with a third-person builder avatar on a small 3x3, 2-meter-cell construction lot. The camera starts behind/above the avatar, looking diagonally across the lot, and supports third-person movement plus drag orbit around the player; use a perspective camera with soft shadows, bright daylight, blue sky/fog, and a clean colorful Kenney-like blocky asset style.

World and setting: Make the ground a large green grass plane. Put a dark gray road along one side of the lot with repeated pale yellow lane stripes. Surround the build area with suburban decoration: simple low-poly neighboring houses, large trees, and brown wooden fence sections. The build lot is a cream-colored square pad divided into a visible 3x3 grid, with a blue outline. Place the player/building avatar near the road-facing edge of the lot. Use modular building pieces: square foundation/floor tiles, straight wall segments, a doorway wall, window walls, flat roof tiles, and simple low-poly chair, table, and single bed furniture.

Core goal and progression: The player must build the exact house shown by an on-screen blueprint, in this fixed order: Foundation, Walls, Door, Windows, Roof, Furniture, then Finished. Start with a 
80 budget. The required footprint is four foundation tiles in a 2x2 block at grid coordinates (0,1), (1,1), (0,2), and (1,2), where the lot is a 3x3 grid. Foundations cost
0 each. After the foundations are present, allow wall placement only on exposed outer edges of placed foundation cells; walls cost $8 each. The target has eight outer wall segments around the 2x2 footprint. Then replace an existing wall segment with the required door at cell (0,1) on its south edge, costing
2. Then replace two existing wall segments with windows: cell (0,2) on its west edge and cell (1,2) on its east edge, costing
0 each. Then place four flat roof tiles over the four foundation cells, costing
0 each. Finally furnish the interior: a chair at cell (0,1) for
0, a table at (1,1) for
8, and a single bed at (1,2) for
5. The total correct build costs
29, leaving $51 if nothing extra is placed. Placement and rules: Aim at the ground with the pointer to get a translucent, pale-blue highlighted preview of the currently valid part. Snap foundations, roof tiles, and furniture to the 2x2-meter grid cells. Snap walls, doors, and windows to the exposed edge midpoint of a foundation cell and orient them to the selected cardinal edge. Left click or tap places the preview and deducts the relevant cost. The stage only advances when the current requirement is complete, but extra pieces are allowed during construction; the final win condition requires the exact layout with no extras. Do not allow duplicate pieces in one slot. Door and window placement replaces an existing ordinary wall in that slot. Rotate the current roof or furniture selection through four 90-degree orientations with the R key or a visible Rotate (R) button. Rotation is visual and does not change the blueprint slot requirement. Removal and failure: Support right-click removal and a visible Remove: Off/On toggle (also toggle with X). In remove mode, clicking a placed foundation, wall/door/window, roof, or furniture deletes it; removing a foundation also removes affected wall segments, its roof, and furniture in that cell. Do not refund costs unless explicitly implemented otherwise. If the player can no longer afford the cheapest remaining required item, end the game as “Budget busted.” Once the exact blueprint is matched—exactly four required foundations, exactly eight required wall slots with the correct ordinary wall/door/window types, exactly four roofs, and exactly the three required furniture pieces—set the status to “You win” and show a completion toast such as “Blueprint matched — house complete!” Controls: WASD or arrow keys move the avatar around the lot using third-person controls, with walking/running animation when moving and idle when stopped. Drag on the 3D view to orbit the camera. Left click/tap places the currently previewed item, right click removes it, R rotates, and X toggles remove mode. Ignore clicks on HUD panels for world placement. HUD/UI: Overlay the 3D view with a polished light, semi-transparent blue/white interface. At the top show the title “Blueprint Block,” current stage (“Stage: Foundation,” etc.), Budget with the live dollar amount, Status (“Building,” “You win,” or “Budget busted”), a changing objective, and a checklist showing Foundation, Walls, Door, Windows, Roof, and Furniture with progress counts (such as 0/4, 0/8, 0/2, 0/4, 0/3) and completed indicators. Put a Blueprint panel to one side with a square canvas depicting the 3x3 grid: the four target foundation cells, required wall edges, door, windows, and interior furniture markers. Use distinct colors for foundations, walls, door, windows, roofs, and green completion highlights; the blueprint should visually update as pieces are correctly placed. At the bottom show a “Current part” or “Furniture palette” panel. During furniture stage provide selectable Chair, Table, and Bed buttons with their prices. Include Rotate (R) and Remove: Off/On buttons and help text reading essentially “WASD/Arrows move, drag to orbit, tap/click to place, right click to remove.” Show brief toast messages for invalid placement, insufficient budget, removal, budget loss, and victory. Add a small center crosshair/aim marker if desired, matching the visible HUD style. Art direction: clean, cheerful, colorful low-poly suburban construction toy aesthetic; modular wooden-brown walls and fences, blue-gray road, pale cream lot, green grass, soft directional shadows, simple readable geometry, and a blueprint UI with cyan/blue grid lines and colored schematic pieces. Keep the game focused on physically moving around the lot and interactively assembling one exact small house rather than adding combat, enemies, timers, or unrelated objectives.

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