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Ragdoll Yard

  • 3d
  • first-person
  • physics-sandbox
  • ragdoll
  • arcade
  • action
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. Zayyan Alamutu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ragdoll Yard yet. Play it, then tell Zayyan Alamutu what you would add next.

Make your own game

Ragdoll Yard was built by Zayyan Alamutu 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 Ragdoll Yard 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 Ragdoll Yard

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 first-person 3D physics sandbox game titled “Ragdoll Yard.” The player explores a small gritty urban test yard from a first-person camera with mouse-look and a centered white plus crosshair. Use a dark gray/near-black environment with fog, warm directional sunlight, soft shadows, and a simple low-poly/asset-pack visual style. Build the yard from a roughly 20-by-20 grid of asphalt road tiles, bounded visually by four small urban building blocks made from repeated window/door wall sections and flat roof pieces. Populate the starting map with a movable van, dumpster, large red shipping container, two explosive barrels, one human NPC, and one zombie. Use recognizable imported 3D models for the characters, axe, pistol, shotgun, barrels, blood decal, shipping container, dumpster, van, grenade, roads, and building pieces rather than generic placeholder geometry.

The core loop is freeform chaotic experimentation with no win condition: walk around, spawn objects, shoot or strike them, shove them with physics, and create exaggerated non-realistic ragdoll/gore effects. Implement lightweight custom rigid-body physics for dynamic objects: gravity, ground bouncing, friction/velocity damping, spherical horizontal collision and separation between bodies, impulse responses, object spinning, and clamping movement to the yard bounds. NPCs and zombies should be animated models. NPCs react to hits and, on death, fall into a ragdoll-like horizontal pose with blood particles and a blood decal. Zombies walk toward the player, switch between walk/run-attack behavior based on distance, and periodically damage the player when close. Dynamic props include explosive barrels that detonate when destroyed, grenades with a short fuse, movable van/dumpster/container/crate piles, loose weapons, and spawned blood splats. Explosions should apply radial damage and impulses to nearby bodies and the player, emit orange/dark particles, play impact audio, and add a blood decal. Gunfire should use raycast-like spherical hit detection and brief glowing tracer lines; shotgun fire launches seven spread pellets, while pistol fires one shot. Melee axe attacks have short range and apply strong impulses. Kicking/pushing with E applies a strong forward impulse and small damage to the nearest object within about three meters.

Controls: click the canvas to lock the mouse; mouse movement looks around; WASD moves; Shift sprints; Space jumps; left mouse fires or attacks; E kicks/pushes the object in front; Q toggles the spawn menu; number keys 1/2/3/4 select pistol, shotgun, axe, or grenade; R resets the world. Start with pistol selected, a 12-round pistol magazine and 48 reserve rounds, a 6-round shotgun magazine and 24 reserve rounds, and 6 grenades. Pistol shots consume ammo and auto-reload from reserve when empty; shotgun uses six-round magazines; axe is melee with no ammo; grenades are thrown forward with an upward arc and explode after roughly 2.2 seconds. Player movement should use acceleration/lerp, gravity, jump velocity, sprint speed, and a health value of 100. Player death displays a large red “YOU DIED” overlay and respawns after about 1.2 seconds at the starting point with full health.

Add a fixed HUD over the scene. At the upper left, show three dark translucent bordered panels: HEALTH with a red horizontal bar and numeric health, the current weapon and ammo (initially “PISTOL” and “12 / 48”; axe shows “melee / no ammo,” grenade shows a throwable count), and CHAOS with an impact counter. Show the centered plus crosshair and a bottom-center dark translucent instruction panel reading: “Click to lock mouse • WASD move • Shift sprint • Space jump • LMB fire/attack • Q spawn menu • E kick/push • R reset.” The Q spawn menu is a dark panel at upper right with the heading “Spawn Menu,” explanatory text about dropping props, NPCs, and weapons in front of the player, and a two-column set of buttons for: NPC ragdoll, Zombie ragdoll, Explosive barrel, Cinder block pile, Movable van, Dumpster, Shipping container, Grenade, Pistol, Shotgun, Axe, and Fake gore splat. Include Close, Clear spawned, and Reset world buttons. Clearing removes dynamic bodies and decals and resets chaos; resetting rebuilds the map and restores the player. Keep the presentation clean, dark, and arcade-like, with no menus visible initially and the HUD remaining readable over the foggy yard.

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