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Blockbound

  • 3d
  • voxel
  • sandbox
  • first-person
  • 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. khaled dhaiban built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockbound yet. Play it, then tell khaled dhaiban what you would add next.

Make your own game

Blockbound was built by khaled dhaiban 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 Blockbound 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 Blockbound

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 “Blockbound.” Use Three.js or an equivalent WebGL 3D engine with a perspective FPS camera, starting around position (0, 4.2, 5), a centered white crosshair, mouse-look with pointer capture, WASD movement, Space to jump, left click to mine/remove the block under the crosshair, and right click to place the currently selected block against the targeted block’s face. Also support the on-screen/touch controls appropriate for mobile: tapping the screen captures look and an on-screen joystick is available for movement. Show a bright blue sky background with light atmospheric fog and strong soft shadows from a directional sun, plus ambient hemisphere lighting.

Build a block world on an integer grid. Generate a roughly 51-by-51 terrain area with x and z from -25 through 25 and vertical layers from y=-2 upward. The terrain height should be gently rolling, based on a combination of sine/cosine noise, generally around y=0 to 2. For each column, make the top layer grass, the next few layers dirt, and deeper layers stone. Add a handful of blocky trees at scattered fixed locations: each has a 3-block-high vertical wood trunk and a compact irregular cube-shaped canopy of dark green leaves around y=3–4. Scatter approximately 46 gray stone boulders/pillars around the terrain, with some two blocks high, while keeping the immediate spawn area clear.

Use cubic one-unit blocks with slightly varied pixel-like speckled textures and subtle dark outlines/shading. Include five selectable block types in this exact order: grass, dirt, stone, wood, leaves. The grass should be vivid medium green, dirt brown, stone gray, wood medium brown, and leaves dark green. Blocks should cast and receive shadows, and the world should have a clean low-poly voxel aesthetic with no enemies, NPCs, crafting, health, inventory counts, or win condition. The core gameplay is freely exploring, jumping across the terrain, mining blocks, and placing blocks. Prevent placement above approximately y=12 and do not place into occupied grid cells. Limit interaction/raycast range to about 7 blocks. When mining, remove the targeted block and show a temporary centered-bottom notification such as “Mined grass”; if nothing is targeted, show “Aim at a block.” On successful placement show “Placed grass” (or the selected material name).

HUD: put the bold white title “BLOCKBOUND” at the upper left with letter spacing and a subtle shadow. At the upper right show the instructions on desktop in three lines: “WASD move · mouse look”, “Space jump · left click mine”, and “right click place · 1–5 select”. Put a white plus-shaped crosshair at screen center. At the bottom center create a five-slot hotbar with dark translucent rounded square slots, numbered 1 through 5, each containing a small colored material swatch. Highlight the selected slot with a bright white border and yellow/gold outer emphasis; default to grass selected. Keyboard number keys 1–5 switch selection, and tapping/clicking a hotbar slot should also select it without affecting camera controls. Above the hotbar, show a small translucent notification pill for about 1.4 seconds after mining or placing. Include the mobile hint “Tap the screen to capture look · use the on-screen joystick” above the hotbar; hide the desktop help on narrow screens and make hotbar slots slightly smaller there. Keep the view unobstructed, with the player able to collide with the voxel blocks and jump using gravity.

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