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City Ragdoll

  • 3d
  • third-person
  • physics
  • ragdoll
  • prototype
  • action
  • sandbox
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. Abel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Ragdoll yet. Play it, then tell Abel what you would add next.

Make your own game

City Ragdoll was built by Abel 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 City Ragdoll 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 City Ragdoll

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 Three.js-style third-person prototype called “City Ragdoll,” focused on moving around a simple city test block and firing non-graphic physics impulses at one active ragdoll NPC target. Use a real-time 3D perspective camera with a blue-gray sky/background and moderate distance fog. The camera follows behind and above the player at roughly 7 units, looks toward the player’s upper body, and can orbit by dragging on the canvas; clamp the vertical orbit so it stays a low, over-the-shoulder/behind-the-character view. Use antialiased rendering, soft shadows, directional sunlight, hemisphere fill light, ACES-like tone mapping, and simple low-poly placeholder visuals.

Build the environment as a flat green grass ground plane roughly 140 by 140 units, crossed by a city grid of wide dark charcoal asphalt roads: seven east-west roads and seven north-south roads, spaced about 20 units apart, each about 7 units wide. Add short pale yellow lane-divider dashes along the roads. Place simple rectangular placeholder buildings in the blocks around the center, with varied heights, muted blue-gray facades, dark/glass-like roof slabs, and shadows. Keep the style clean and prototype-like: no textures, traffic, signs, pedestrians, vehicles, or detailed props. The screenshot should read as a broad road grid with green strips between roads and tall blocky buildings in the distance.

The player is a stylized capsule character near the bottom center of the view: a bright blue rounded capsule body about 1.5–1.7 units tall, a small beige spherical head above it, and a small dark rectangular forward-facing aim/weapon piece attached near the upper body. Cast a visible soft shadow onto the road/ground. Start the player around world position (0, 0, 8), and constrain movement to the broad test area (approximately -66 to +66 on X and Z). Support WASD and arrow keys for movement relative to the camera orbit, with smooth acceleration/deceleration; W/Up moves forward, S/Down backward, A/Left and D/Right strafe. Shift provides a faster sprint speed. Rotate the capsule toward its movement direction.

Place one active ragdoll target around (0, 0, -7), in front of the player. Construct it from visible simple capsule-like bone segments and a small beige/orange spherical head: hips, chest, head, left/right shoulders and hands, knees, and feet. Connect the nodes with distance constraints forming a spine, neck, arms, legs, shoulder link, and knee link. Simulate the nodes with Verlet-style integration, gravity, ground collision at y=0, damping, and iterative constraints. Add pose/balance motors that try to restore the hips, chest, head, and feet to an upright pose. The target should be able to lose balance and slump or react dynamically while recovering over time, rather than being a rigid mannequin. Use warm tan/orange for the core/head and dark slate blue-gray for limbs. Do not show gore, wounds, blood, dismemberment, or realistic injury imagery.

Implement a camera-center raycast weapon test. Display a small white plus-shaped crosshair at the exact center of the screen. Clicking the canvas or pressing Space or the on-screen FIRE button fires a ray from the camera center toward the segmented NPC. Count every trigger as a shot. If a bone or head is hit, apply a directional impulse to the corresponding physics node, reduce its balance, add a short stun timer, and show a small glowing yellow hit marker sphere at the impact point that fades away after about 1.25 seconds. Leg and foot hits should cause a stronger balance disruption. If the ray misses, update the objective text to say that the shot missed and the player should center the crosshair on the segmented NPC. Hits should be stylized physics feedback only.

Add a fixed HUD overlay. In the upper-left, show a translucent dark blue/black glass panel with the bold title “CITY RAGDOLL PROTOTYPE — STEP 1” and status text including: “WASD / arrows move · drag to orbit · Shift sprint · Click / Fire applies a non-graphic hit impulse · R resets”, followed by live “Shots” and “Hits” counters and the current objective. Start with the objective “Move around the test block and fire at the active ragdoll target.” On the first successful hit, change it to an instructional message explaining that the NPC uses constraint-based physics and telling the player to press R to reset and test leg/torso hits. Include a reset action on R and an on-screen RESET button; reset the player to the start position, clear velocity, restore the ragdoll pose/balance, and zero the shot/hit counters and objective state.

For touch/mobile support, place a dark translucent four-button directional pad in the lower-left with ▲ above ◀ ▼ ▶, and lower-right FIRE and RESET buttons. Buttons should have thin light borders, white bold text, pressed blue feedback, and remain over the rendered game. Make the game responsive to the viewport, preserve the crosshair at screen center, and prevent page scrolling. The overall presentation should match a minimal polished technical prototype: dark roads, saturated green grass, blue-gray buildings, blue player, warm ragdoll head/core, foggy daylight, clean white HUD typography, and soft cast shadows.

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