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Wrecking Yard

  • 3d
  • demolition
  • arcade
  • physics
  • construction
  • low-poly
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. jace.buscher built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wrecking Yard yet. Play it, then tell jace.buscher what you would add next.

Make your own game

Wrecking Yard was built by jace.buscher 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 Wrecking 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 Wrecking 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 browser-playable low-poly 3D demolition game titled “Wrecking Yard.” Use Three.js or an equivalent real-time 3D engine with a fixed, slightly elevated three-quarter camera looking across a compact outdoor construction site. The scene has a pale blue sky with matching distance fog, soft bright daylight and shadows, a large packed tan dirt ground plane, and a gray rectangular concrete target pad. Keep the camera focused on the crane and target structure from roughly the front-right, with the crane on the left and the building on the right; do not make the camera orbit during play.

Place a rotating construction crane at approximately the left side of the worksite (crane base around x=-4.6), with a yellow boom extending toward the work area. Hang a crane-mounted wrecking magnet from the boom tip on a visibly drawn dark cable. The magnet is the swinging physics object; it should behave as a constrained pendulum whose cable length can be adjusted between about 2.4m and 4.4m. Include a pair of dark twin gun barrels mounted near the top/forward part of the crane, aimed in the current boom direction. Use clean, stylized Kenney-like factory/building kit assets where available: a factory crane, crane magnet, orange safety cones, orange warning lights, plain wall panels, a window wall, and a doorway wall. Arrange safety cones around the pad perimeter (several along the front and rear edges) and warning light props at the worksite corners.

Build the target as a compact modular two-level wall structure on the gray pad. It consists of six marked destructible wall panels in two levels: three panels in a row at z=-2, 0, 2 on the lower level and three directly above them at y=2.4; use a doorway wall for the lower center and a window wall for the upper center, with plain wall panels for the rest. Add two unmarked side brace panels near x=4.65, z=+/-2.95, rotated 90 degrees. Every marked target panel has a translucent yellow target box/outline slightly larger than the panel, making the yellow-marked building pieces obvious. The player’s goal is to knock down at least 70% of the six marked panels.

Implement lightweight custom demolition physics. The wrecking magnet follows a pendulum constraint from the moving boom tip, with gravity, damping, radial constraint, and a small ground bounce. Pressing Swing adds a strong directional impulse to the magnet, primarily in the current boom-facing direction with a small random sideways component, and consumes one of 12 available swings. Detect sphere-versus-box impacts between the swinging magnet and wall panels. Impact power depends on magnet speed; hard hits mark panels broken/loose, add velocity and angular velocity, and can loosen nearby marked panels in a collapse chain. Broken panels fall under gravity, rotate/topple, bounce and settle on the ground. Spawn small tan cubical dust/debris particles at impacts and when panels break, fade them out, and play heavy metal impact sounds on strong collisions. Count a marked panel toward destruction when it breaks, falls below the ground threshold, or tips substantially (about 0.5 radians in X or Z). Darken/alter broken panel materials slightly after scoring.

The crane can also fire limited projectiles from its twin guns. Start with 30 ammo. Each FIRE action consumes one ammo and obeys a short cooldown of about 0.16 seconds. Spawn small glowing cyan/blue bolts from alternating gun muzzles, traveling rapidly in the current boom direction for roughly 1.15 seconds. Bolts can hit wall boxes, apply a moderate impact impulse (stronger against marked panels), spawn dust and play an impact sound, then disappear. Show a brief pale muzzle flash when firing. Guns are an auxiliary demolition tool, not infinite ammo.

Controls: A/D or Left/Right rotates the crane boom; W/S or Up/Down raises/lowers the cable; Space or the on-screen SWING button adds one strong swing impulse; clicking/tapping the canvas also adds one swing; dragging the mouse horizontally rotates the crane; mouse wheel adjusts cable length; F or the on-screen FIRE button fires a gun bolt; R resets the round. Include touch/mobile hold buttons for left/right rotation and Cable up/down. Prevent the page from scrolling while interacting with the canvas and touch controls.

Start at a title overlay/modal reading “Wrecking Yard,” explaining: “Rotate the crane, set cable, then swing the wrecking magnet into the yellow-marked target walls.” Include a prominent yellow “Start demolition” button. Hide the overlay when play starts. The round starts with 90 seconds, 12 swings, 30 ammo, and zero destruction; a small initial pendulum movement is acceptable. Win immediately at 70% destruction and show a centered overlay titled “Site cleared!” with the achieved percentage and a “Play again” button. Lose when the 90 seconds expire, or when all swings are used and the magnet has settled, and show “Job failed” with the achieved percentage and a “Play again” button. R resets at any time.

Create a prominent responsive HUD over the upper-left corner in a dark translucent rounded panel. It must show the gold uppercase title “Wrecking Yard,” a “Destruction” percentage such as “0 / 70%,” a horizontal progress meter that fills from orange through yellow to green, “Swings” starting at 12, “Ammo” starting at 30, “Time” starting at 90, and the current “Cable” length in meters. At the bottom center show a dark pill-shaped help line: “A/D or ◀/▶ rotate crane · W/S raise/lower cable · Space/click = swing · F = crane guns · R reset.” Put dark rounded left/right controls at bottom-left, Cable up/down controls on the lower-right side, a cyan FIRE button near the bottom-right, and a larger coral/orange SWING button at the bottom-right. Use bold rounded/system UI typography, gold headings, white labels, translucent charcoal panels, orange/coral action styling, cyan fire styling, and soft shadows. Maintain the clean, readable, playful construction-yard aesthetic visible in the reference: simple geometric low-poly assets, tan ground, gray pad, yellow target highlights, and a blue sky.

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