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Lumber Camp

  • 3d
  • exploration
  • resource-gathering
  • crafting
  • sandbox
  • mobile-friendly
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. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lumber Camp yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

Lumber Camp was built by Isaac Fortune 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 Lumber Camp 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 Lumber Camp

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 browser-playable Three.js 3D exploration and resource-gathering demo titled “Lumber Camp.” The game takes place on a large open grass field under a bright pale-blue gradient sky. Use a 120x120 grass plane with a procedural green texture: noisy variation plus many faint blade-of-grass strokes. Add soft outdoor lighting, ambient hemisphere light, directional shadows, and light fog so the distant field fades into the sky. Scatter 18 simple low-poly trees around the field, keeping them away from the starting area: each tree has a brown cylindrical trunk roughly 4–5 units tall and a green conical canopy above it.

Place a blocky Roblox-like player character at the world origin. Build the avatar from separate box meshes: a tan cube head, blue rectangular torso, tan rectangular arms, and dark charcoal rectangular legs, with a small translucent black circular/blob shadow directly beneath. The character should face its movement direction and have a simple walk cycle: alternating arm and leg swings, slight torso/head bob, and a subtle torso tilt while moving. Keep the player inside approximately +/-36 units on both horizontal axes.

Core loop: the player explores, approaches trees, chops them, collects the resulting logs, and crafts planks. A standing tree requires 3 successful chops. Chopping is possible only when the player is within 6 world units. Support clicking/tapping directly on a visible tree using a camera raycast, and pressing E to chop the nearest standing tree in range. When a tree reaches zero hit points, animate it falling over during about one second, falling away from the player. Remove it after it has fallen and spawn one log at its location, with a 35% chance of spawning a second nearby log. Logs are short brown horizontal cylinders lying just above the ground. When the player comes within 1.35 units of a log, automatically remove the log and add 1 to the Logs inventory. There is no win condition, lose condition, enemies, timer, score, or health system; this is an open-ended control and crafting demo.

Movement must work with WASD and the arrow keys, moving at about 7.5 units per second with normalized diagonal movement. On touch devices, show a translucent dark rounded D-pad in the lower-left with four separate arrow buttons arranged up/left/right/down and no joystick. Pressing an arrow moves in that direction; the user can drag a held finger across the arrow buttons to switch direction, and releasing stops movement. Hide the D-pad on normal mouse/hover desktop devices, but retain keyboard controls. The rest of the canvas should support pointer/touch dragging to rotate the camera view, except when starting on UI controls. A tap/click on the non-UI canvas that does not move should be interpreted as the tree-chop interaction; a drag should rotate instead.

Provide three camera modes selectable with keyboard keys 1, 2, and 3 and with compact buttons in the top-right labeled “1st,” “2nd,” and “3rd.” Start in 3rd-person mode with the 3rd button highlighted. 1st person places the camera at the player’s head and hides the player head. 2nd person is a tight over-shoulder follow view, approximately 7.2 units back and 4.2 units high. 3rd person is a classic chase/orbit camera, approximately 14.5 units back and 8.8 units high. Camera drag should control orbit yaw and pitch, with pitch clamped so the view cannot flip. The camera smoothly follows the player and looks toward the head/player.

Create a fixed responsive HUD using translucent dark blue-gray panels with rounded corners, subtle borders, and a light system sans-serif font. At the top-left show the hint text: “WASD / Arrow keys — mobile drag arrows — camera: 1 / 2 / 3”. At the bottom-right show an “Inventory” panel with rows for “Logs” and “Planks,” both initially 0, and a full-width button labeled “Craft: 1 Log → 4 Planks.” Disable or visually dim the craft button when Logs is 0. Clicking Craft consumes exactly 1 log and adds exactly 4 planks, updating the displayed values. Keep the UI overlays from blocking world interaction except for the D-pad, camera buttons, and inventory panel itself. Make the layout resize correctly for desktop and mobile screens and prevent touch scrolling/zoom gestures while interacting with the game.

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