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EddieBlox

  • 3d
  • sandbox
  • game-hub
  • building
  • third-person
  • browser
  • casual
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. Eddie Henderson (Scripturnal) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about EddieBlox yet. Play it, then tell Eddie Henderson (Scripturnal) what you would add next.

Make your own game

EddieBlox was built by Eddie Henderson (Scripturnal) 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 EddieBlox 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 EddieBlox

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 browser-based 3D sandbox game hub called “EddieBlox,” using a colorful, friendly block-building aesthetic. Use Three.js-style real-time 3D rendering with soft shadows, a bright cyan sky/fog, rounded UI panels, thick dark navy outlines, playful yellow/cyan/pink/green accents, and bold rounded typography.

Start with a full-screen local profile/login overlay. The background is a turquoise-to-green gradient with large blurred-looking circular color spots (yellow upper-left and pink upper-right). Center a white translucent card with a thick navy border, rounded corners, and a heavy shadow. Show the EddieBlox logo in large blue text with a yellow offset/shadow, the description “Create a local browser profile, then jump into the colorful sandbox hub,” username and password inputs, a yellow “Create / Log In” button, a cyan “Play Guest” button, and a note that accounts, friends, ratings, and published games are stored locally in the browser. Logging in only creates/loads a local browser profile; there is no real server authentication.

After login, show the 3D hub behind a fixed HTML overlay. The top-left profile panel has a square initial avatar, username, and online/offline status. Across the top is a rounded navigation panel with Home, Discover, Friends, Profile, and a highlighted yellow Eddie Studio button. Also provide a Codes button. The left side contains scrollable page panels for Home, Discover, Friends, and Profile. The bottom-center displays a rounded hint/status message panel.

Build the hub as a circular grassy island with a textured green ground and a tan circular path around the center. Place four colorful portal arches around the hub: Discover Portal, Eddie Studio Portal, Friends Portal, and Profile Portal. Add many low-poly trees around the perimeter, simple blocky NPC avatars representing friends, and a central billboard reading “EDDIEBLOX” and “Create • Publish • Play.” The player is a visible third-person blocky avatar: cyan studded rectangular torso, peach cube head and arms, dark blue rectangular legs, and a yellow studded block cap. Use a trailing third-person camera that follows behind and above the avatar, with orbit/look controlled by mouse after clicking the canvas and by a right mobile stick.

Home should show a blue gradient hero card with a featured game and “Play Featured,” followed by Recommended game cards. Seed the hub with these five community-style games and exactly these broad identities: Obby Rush by MiraMoon (obby/parkour), Pet Plaza by BlockyBen (hangout/pets), Space Miners by NovaNate (adventure/coins), Forest Quest by LeafyLou (forest/adventure), and Stone Castle by RockRex (castle/quest). Each card should have a colorful abstract thumbnail, title, creator, play count, star rating, description, tag chips, Play and Favorite buttons; larger Discover cards also have a Rate 5★ button. The featured/recommended content can be stored locally and user-published games should be added to the same lists.

Discover should have a search input filtering games by title, creator, or tags. Friends should list MiraMoon, BlockyBen, NovaNate, and PixelPip with green/gray online dots, their current game or Offline status, disabled Join for offline friends, and Profile buttons; include an “Add Random Friend” control. Profile should show the local username, joined date, visit count, favorite count, published-game count, score, and a Favorites list.

When the player presses Play on a game, show a full-screen green-tinted loading overlay with a large colorful game thumbnail, title, creator/preparing-world text, and animated yellow progress bar. Clear the old playable map before loading, then enter only the selected game’s distinct world. Preserve the hub separately so the selected game map does not remain mixed with the hub. Add 10 score when entering a game.

Implement these playable worlds with simple low-poly primitive geometry, textured materials, a green/blue sky, and coin collectibles:
- Obby Rush: circular green ground, seven ascending/floating gray checker-stone platforms leading into the distance, one yellow coin on each platform, a tall blue studded finish tower, and a line of leafy trees.
- Pet Plaza: green plaza ground, leafy trees around the area, four colorful block houses with pink/cyan/yellow/green studded walls and checker-stone roofs, and coins near the houses.
- Space Miners: gray checker-textured moon ground, scattered faceted gray rocks, orbit-like placements of ore coins, and a cyan metallic miner base platform.
- Forest Quest: green ground densely surrounded by many textured leafy trees, a path of small gray checker-stone steps, and a hidden coin on each step.
- Stone Castle: green ground with a large gray stone floor, parallel front and back castle walls made from block sections, four tall stone towers, treasure coins at the tower locations, and trees outside.
- For a locally published Studio world, show a generic green world with trees and a stone spawn platform; the selected script preset is metadata/description rather than a complex separate scripting runtime.

Player controls: on desktop, WASD or arrow keys move the avatar, Space jumps, and clicking the canvas outside Studio requests pointer lock; mouse movement orbits/looks around with yaw and pitch limits. Keep the avatar on a bounded circular/box-like play area, apply gravity, and support a visible third-person follow camera. On mobile, show a left virtual joystick for movement, a right joystick for looking, and a large Jump button. Coins rotate in place and disappear when the player gets close, adding 25 score and updating the bottom hint message. Jump pads placed in Studio automatically launch the player when approached. Use basic collision/grounding sufficient for the flat grounds and floating scenery; the avatar can jump and move across the world.

Eddie Studio is a UI mode opened from the top navigation or hub portal. Hide the regular left sidebar and show a right-side Studio panel while keeping the hub visible. Explain that the user chooses a tool, size/color/texture, then clicks the grass to place objects, and can click an existing Studio object to edit it. Include tools for Block, Tower, Jump Pad, and Coin. Provide a palette of bright swatches plus a custom color input; width, height, and depth sliders; a texture selector with Smooth plastic, Studded blocks, Brick, Wood, Grass, Checker, and Metal; a live texture preview; a game title field; a script preset selector with “Collect coins to score,” “Race to the blue tower,” and “Hangout world”; and Publish/Clear buttons. Clicking the ground snaps placement to a whole-number grid. Blocks use the selected size/color/texture, towers stack four blocks, jump pads are pink low cylinders, and coins are gold torus shapes. Clicking a placed block selects it and visually highlights it; changing size/color/texture updates the selected block (or the next block if none is selected). Clear removes Studio objects. Publish stores a local game with the title, creator, Studio tag/script metadata, object count, and a Studio thumbnail, then makes it available on Home and Discover.

Add a Codes modal opened by the Codes button with a code input, Redeem, and Close. The private code “252525” unlocks a local Admin Panel. The panel shows Admin unlocked and controls for +250 Score, Speed Boost, Super Jump, and a global message input with Send Global/Clear. Speed and jump boosts affect the player, score is local, and the global message is saved to localStorage and shown as a top banner across local browser tabs/windows. Persist local user profile, visit count, favorites, ratings, published games, admin unlock, and global message with localStorage. Make clear through UI copy that this is a local prototype with no online multiplayer, secure account database, real server, or room system.

Use responsive rounded HTML/CSS overlays above the canvas. On narrow/mobile screens, make navigation horizontally scrollable, move content panels lower, show both virtual sticks and Jump, and retain the bright playful color scheme and thick outlined card/button styling. Expose a small state API equivalent to getGameState/setGameState if supported, including current user, tab, player position/rotation, Studio state, selected block size/texture, loading state, active game id/title, score, published count, and message.

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