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Minecraft [ thecatsbandclub ]

  • 3d
  • voxel
  • first-person
  • creative
  • building
  • minecraft-like
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. fixer332541 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Minecraft [ thecatsbandclub ] yet. Play it, then tell fixer332541 what you would add next.

Make your own game

Minecraft [ thecatsbandclub ] was built by fixer332541 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 Minecraft [ thecatsbandclub ] 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 Minecraft [ thecatsbandclub ]

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 first-person creative voxel-building game titled "Minecraft [ thecatsbandclub ]". Use a Three.js-style 3D perspective camera with mouse-look/FPS controls, pointer lock, WASD movement, and Space to jump. The player starts near the center of a small floating-looking square voxel island at approximately player height 6.5, looking across the terrain. Render a bright sky-blue background with matching distance fog, strong daylight from a directional sun, soft shadows, and ambient fill lighting.

Build the world as a 20-by-20 grid of one-unit cubes, with x and z coordinates from -10 through 9. Generate rolling terrain using a smooth sinusoidal height function: each column has a top height roughly 2 to 9, so the landscape consists of gently uneven grassy hills and ledges. Fill each column from y=0 through its top: the bottom layers are gray stone, the upper two layers are brown dirt, and the top cube is green grass. Use simple opaque cube geometry and Lambert-style materials: grass green, dirt earthy brown, and stone medium gray. The screenshot should read as a low-poly Minecraft-like landscape, with a broad green foreground plateau, stepped hills rising to the right, and exposed dark-gray stone faces where the terrain is cut or blocks are visible.

Decorate the terrain after loading with a handful of blocky low-poly assets: five cube-world-style trees at fixed approximate positions (around (3,5), (-7,-3), (8,-7), (-4,6), and (1,-8), adjusted to the local terrain height), using alternating tree variants. Trees have chunky brown trunks and squared green canopies, like the visible tree near the center-right of the screenshot. Add three small low-poly stone props around (-5,2), (6,4), and (2,-4), also positioned on the local terrain. All world blocks and decorations cast and receive soft shadows.

Implement direct block interaction using a ray cast from the exact center of the camera view. Display a white plus-shaped crosshair at screen center. On left mouse click, remove the first targeted voxel block. On right mouse click, place a cube against the targeted block face, using the currently selected material; only place if the destination is empty, y is nonnegative, and it is not within about 1.8 horizontal units of the player. The player can freely modify terrain in creative mode; there are no enemies, health, score, inventory limits, or win condition. Number keys select the placement type: 1 = grass, 2 = dirt, 3 = stone, with grass selected initially. The HUD must update the current block name when selection changes.

Create a minimal overlay matching the shown game. At the upper left, show white text with a dark shadow: bold title "Minecraft [ thecatsbandclub ]", followed by "Creative Mode - Voxel World". At the bottom center show "Block: grass" (or the selected type), then smaller instructions on lines: "1: Grass | 2: Dirt | 3: Stone", "Left click: Break | Right click: Place", and "WASD: Move | Space: Jump | Mouse: Look". Keep the HUD and crosshair fixed above the canvas and non-interactive. Preserve the clean uncluttered look: mostly sky in the upper frame, green stepped voxel hills and trees in the lower/right frame, with no menus or extra gameplay systems.

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