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Melon Sandbox

  • 3d
  • sandbox
  • physics
  • simulation
  • creative
  • arcade
0
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1 play

How to play

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

Discussion

Nobody has said anything about Melon Sandbox yet. Play it, then tell Bobb Ross what you would add next.

Make your own game

Melon Sandbox was built by Bobb Ross 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 Melon Sandbox 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 Melon Sandbox

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 3D sandbox game titled “Melon Sandbox.” Use Three.js-style low-poly geometry, soft shadows, rounded cartoon characters, simple materials, and an orthographic-feeling third-person perspective from a high angled camera. The default world is a large fenced garden: green ground, a tan central path, trees, a bench, flower patch, crates, prison cells, and two small blue-hatted police watermelon characters. Start with a dark translucent rounded control panel docked on the left and a yellow “Hide menu” pill at upper right. The panel title includes a melon icon, “Melon Sandbox,” and the subtitle “Drop melons into the garden and make your own little patch.” Show status text for the melon count, current world, selected melon, mode, and daylight/night state. Include large rounded light-green buttons for the main actions, plus collapsible sections labeled WORLD, MELONS, ACTIONS, and CREATION. World buttons include Garden, Canyon, Moon Lab, Candy Orchard, Ocean, Beach, Big City, Sky Village, Hospital, Backrooms, Underground Cave, Crystal Marsh, Surprise, and additional worlds such as Cemetery, Volcano Ridge, Frozen Tundra, Glass Desert, Orbital Station, and Haunted Swamp. Switching worlds changes the sky, fog, ground, path, fence, lighting, and map-specific props/hazards.

The main sandbox loop is: choose a melon variety, drop it into the world by tapping/clicking, drag the camera with mouse or touch, zoom/orbit with the camera controls, and tap/click a melon to apply the currently selected action. Ordinary melons are rounded low-poly fruit with a stem and green vine ring. Support at least Classic green, Golden yellow, Striped green with pale rings, Black Diamond dark green, Snow cream-colored, Mini pink, and Carrot orange with leaves. Show a small bottom hint such as “Drag to move the camera · tap a melon to splatter it.” Allow multiple melons to coexist, fall under simple physics, collide with or interact near props, age, grow, and be removed or changed by actions.

Some spawned melons become living watermelon people rather than static fruit. Build them from a rounded green body/head with simple capsule arms and legs, hands, dark eyes, mouth, and a speech/emoji bubble above the head. Give them randomized names such as Leo, Max, Finn, Theo, Milo, Sam, Owen, Luna, Mia, Zoe, Ruby, Nora, Ivy, or Ava; personalities such as brave, scared, curious, sad, mean, nice, and rarely “serial killer”; and speech bubbles/emoji reflecting their state. They wander, walk toward props or other characters, animate their limbs, speak periodically, jump, age, and can form relationships, marry, meet, have Mini child melons, become injured, hospitalized, jailed, drown, burn, or die. Keep these behaviors emergent and sandbox-like rather than making a fixed level objective.

Provide a player mode that spawns a controllable melon avatar. Let the player choose a player type/appearance and a tool/action such as blast. Use WASD or arrow keys to move relative to the camera, Shift to move faster, and Space for flight when fly mode is enabled. Support a first-person toggle and a god-walk trail. The player can interact with nearby melons and use tools such as splatter/blast, feed, grab/drag, marry, report, arrest-related actions, and other creation/action controls shown in the menu. Include controls to start building mode, rain, hail, fire building mode, tornado placement, car spawning, ambulance calls, police/report actions, and time/weather controls. Make the UI responsive on small portrait screens, with a left panel that can be hidden so the world remains visible.

Implement the visible action/simulation systems represented by the code: tapping a melon can splatter it into red blood, orange pulp, chunks, and small gore pieces; feeding uses Apple, Cake, or Candy and increases a character’s feed count/growth; grabbing lets the user drag a melon; planting/dropping creates fruit; marriage/meeting can pair characters; “Have kids” creates a Mini child from a married pair; reporting a serial killer makes police pursue, arrest, and place the target in a prison cell; calling an ambulance finds an injured melon, sends a white/red ambulance with flashing blue/red light to it, then transports it to the hospital; feeding, injury, rescue, death, and state changes should update bubbles and sounds. Include simple synthesized sound effects for steps, actions, alarms, impacts, and events.

Make maps substantially different but still part of the same sandbox. Garden is the calm default. Canyon uses orange-red terrain. Moon Lab is dark blue with a space/lab feel. Candy Orchard is pink with candy-colored ground and trees. Ocean has a shoreline and visible water where melons can drown. Beach is sandy and can spawn a large advancing translucent blue tsunami wall with foam. Big City has gray streets/ground, approximately fourteen blocky buildings of varied height and color with windows and doors, a hospital, rooftops, elevators, prison cells, autonomous red cars, player-spawned cars, car driving mode, collisions, crashes, injured pedestrians, building fires with orange flames and smoke, rooftop medics, and hospital rooms. Sky Village has floating white island platforms, trees, bridges, and an animated orange cloud fox. Hospital is a clean pale medical setting with rooms/beds/doctors. Backrooms is a yellow maze of rooms and bathrooms with fluorescent lights, a green exit door, and dark red-eyed monsters. Underground Cave is dark and rocky; Crystal Marsh is teal; Cemetery is dark with graves/ghosts; Volcano Ridge has raised volcano terrain and eruptions; Frozen Tundra has cold blue terrain and hail; Glass Desert is orange; Orbital Station is dark space-like; Haunted Swamp is dark green. Add map-specific hazards and ambient objects only where appropriate, including rain, hail, tornadoes, mosquitoes, lasers, volcano eruptions, tsunamis, and falling objects, with simple damage/state effects on characters.

Use a perspective camera around (0,18,15) aimed at the center, with orbit controls, damping, pan, zoom range, and polar-angle limits. Use fog matched to each map, hemisphere lighting plus a warm directional sun, shadow casting on the ground and props, and a large bounded fenced play area. Keep the visual language playful low-poly but allow cartoon danger/gore effects, using readable colorful buttons and dark green UI panels. The overall goal is an open-ended “make your own little patch” toy: no mandatory win condition, just place fruit and characters, switch worlds, trigger events, and watch or directly control the resulting miniature melon world.

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