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Grass Block Walk

  • 3d
  • voxel
  • sandbox
  • first-person
  • exploration
  • building
0
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2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grass Block Walk yet. Play it, then tell Liam what you would add next.

Make your own game

Grass Block Walk was built by Liam 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 Grass Block Walk 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 Grass Block Walk

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 first-person voxel sandbox titled “Grass Block Walk.” Render a 20×20 block world in Three.js-style WebGL, with integer grid blocks from x/z -10 through 9 and terrain heights of 1–6 generated deterministically from smooth value noise, producing low rolling voxel hills. Each column should have a grass top block, dirt beneath the top few layers, and stone deeper down; expose only faces adjacent to air so the terrain reads as chunky cubic hills. Add an invisible solid bed at y=0 to prevent falling through mined gaps. Use a bright sky-blue background (#87ceeb) with matching fog beginning around 18 units and ending around 42, hemisphere ambient lighting plus a strong directional sun from above-left/front, soft shadows, flat-shaded/rough block surfaces, and no textures: grass is medium green, dirt is brown, and stone is muted gray-green. Start the player in first person near (0.5, terrain top at the spawn area + roughly 1 block, 6.5), looking across the terrain. Use an FPS camera with a 75-degree perspective field of view, mouse-look while pointer locked, movement speed about 4.5, jump speed about 7.5, and gravity about -22. Controls: click the canvas to lock the mouse; WASD moves; mouse looks; Space jumps; Escape releases the mouse. Show a centered translucent dark instruction panel before pointer lock reading “Click to lock the mouse” and “WASD to move · Space to jump”; fade it out while locked. Keep a top-left translucent status strip reading “WASD move · Mouse look · Space jump · 1-3 select · Wheel switch · LMB mine · RMB place.” Place a tiny white outlined circular crosshair at screen center and a nine-slot hotbar centered along the bottom, with dark translucent rounded slots, white borders, and a yellow highlighted active slot. Slot 1 contains Dirt x64, slot 2 Grass x32, slot 3 Stone x16; slots 4–9 are empty, and number labels 1–3 appear on the first three slots. Allow number keys 1–3 and mouse wheel to switch among the first three slots. Center-raycast the block under the crosshair up to 7 units away. Outline the targeted block with a glowing yellow cubic wireframe. Holding left mouse mines the targeted block: do not mine y=0, show a crack overlay progressively and a small break-progress bar beneath the crosshair, taking about 0.34 seconds for dirt, 0.28 seconds for grass, and 0.9 seconds for stone; releasing the button cancels mining, changing target cancels it, and completing removes the block and rebuilds the visible terrain mesh. Right mouse places the selected block on the adjacent face if within world bounds, the destination is empty, and the selected inventory count is positive; decrement the count and update the hotbar. Permit placement up to MAX_HEIGHT+4 while keeping the original x/z bounds. Provide brief visual feedback after mining and placing using a fading expanding colored wireframe around the affected cube, and simple generated oscillator sound effects for break/place/crack actions if audio is available. The experience has no enemies, combat, score, or win screen: it is an exploratory Minecraft-like walk, mine, and build interaction over the small grassy hills. Keep the clean minimalist voxel presentation and responsive full-window canvas; on narrow screens make the hotbar fit the width with smaller flexible slots. In the initial view, the dominant visible area should be the blue sky and the centered instruction panel, with the voxel landscape appearing once the player looks toward the ground/hills.

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