Voxel HopperAI · Claude 3.5
Game information
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Core Game Loop and Mechanics
Moment-to-Moment Gameplay: The player controls a voxel chicken character on a strict 3D grid (1x1x1 unit cells). The core loop is:
- Observe the terrain ahead (grass, road with cars, water with logs)
- Tap to hop forward one block, or swipe left/right to hop sideways one block
- Avoid cars on roads and only step on logs when crossing water
- Score increases by 1 for each new forward row reached
- Game ends on collision with car or stepping on water without a log
Progression:
- Score increases linearly with forward progress
- Terrain difficulty can gradually increase (more roads/rivers, faster hazards) as score increases
- No levels - pure endless survival with high score tracking
Win/Lose Conditions:
- Lose: Collide with a car OR step on a water block without a log underneath
- Win: No win state - aim for highest score possible
Engagement Drivers:
- "One more try" endless gameplay loop
- Simple controls with skill-based timing (dodging cars, timing log jumps)
- Visual satisfaction of hopping through colorful voxel world
- High score chasing and improvement over time
Starting Scope
First Iteration Must Include:
- 3D orthographic/isometric camera following player on Z-axis
- Player character (voxel chicken) with hop animation
- Grid-based movement (tap forward, swipe left/right)
- Three terrain types: Grass (safe), Road (with cars), Water (with logs)
- Procedural row generation ahead of player
- Cars moving horizontally on roads
- Logs moving horizontally on water
- Collision detection (car hits, water without log)
- Score tracking (1 point per new forward row)
- Game over screen with score and restart
- Simple sound effects (hop, collision, score)
Future Iterations Can Add:
- Difficulty progression (faster hazards, more complex patterns)
- Power-ups or collectibles
- Multiple character skins
- Particle effects (splash, dust)
- More terrain variety (trains, lily pads, etc.)
- Leaderboards
- Background music
Game Perspective
3D Isometric (Orthographic Camera)
- Fixed orthographic camera at 45-degree tilt angle looking down
- Camera positioned above and behind the player
- Camera smoothly follows player's Z-position (forward movement) only
- Camera does NOT follow X-position (left/right), allowing player to move across the visible grid
- Maintains consistent isometric view throughout gameplay
- Grid aligned to world axes for clear spatial understanding
Game World and Level Design
Grid Structure:
- Infinite 3D grid extending forward (Z-axis)
- Each cell is exactly 1x1x1 world units
- Player always occupies one grid cell at a time
- Grid is 7 cells wide (X-axis: -3 to +3) to fit mobile screen
- Terrain generates in horizontal rows (perpendicular to Z-axis)
Terrain Generation:
- Rows generate procedurally 10-15 rows ahead of player
- Each row is one of three types:
- Grass (40% probability): Safe, no hazards, green voxel blocks
- Road (35% probability): Dark gray asphalt, spawns 1-3 cars moving left or right
- Water (25% probability): Flat blue surface, spawns 2-4 logs moving left or right
- Never generate water or road in first 3 rows (safe starting area)
- Avoid generating 3+ consecutive water/road rows (too difficult)
Hazard Behavior:
- Cars: Rectangular voxel blocks (2x1x1 units), various colors (red, yellow, blue)
- Move horizontally at 2-4 units/second
- Randomly spawn moving left or right
- Spacing: 3-5 units apart on same row
- Wrap around screen edges to create continuous flow
- Logs: Brown rectangular voxel blocks (2x1x0.5 units, float on water)
- Move horizontally at 1-3 units/second
- Randomly spawn moving left or right
- Spacing: 2-4 units apart
- Player can stand on logs and moves with them
- Wrap around screen edges
Starting Configuration:
- Player spawns at position (0, 0, 0) - center of grid
- First 3 rows are grass (safe zone)
- Camera positioned to show ~8 rows ahead of player
Edit Mode Design
Editable Properties:
- Player Speed: Hop animation duration (0.1-0.5 seconds)
- Car Speed Range: Min/max speed for cars (1-6 units/second)
- Log Speed Range: Min/max speed for logs (0.5-4 units/second)
- Terrain Probabilities: Grass/Road/Water spawn rates (must sum to 100%)
- Grid Width: Number of columns (5-9, default 7)
- Hazard Density: Number of cars per road row (1-4), logs per water row (2-5)
- Color Palette: Player color, grass color, road color, water color, car colors
Constraints:
- Hop duration minimum 0.1s (prevent too-fast gameplay)
- At least 30% grass probability (ensure some safe zones)
- Grid width 5-9 (too narrow = impossible, too wide = doesn't fit screen)
- First 3 rows always grass (safe start)
Control Design
Mobile (Primary):
- Tap anywhere on screen: Hop forward one block (Z+1)
- Swipe left: Hop left one block (X-1)
- Swipe right: Hop right one block (X+1)
- Swipe detection: Minimum 30px movement, maximum 200ms duration
- Input queuing: Allow one queued input during hop animation
- Tap to restart: On game over screen
Desktop (Secondary):
- Up Arrow / W: Hop forward one block
- Left Arrow / A: Hop left one block
- Right Arrow / D: Hop right one block
- Space: Hop forward (alternative)
- Enter: Restart on game over screen
Input Handling:
- Ignore inputs during hop animation (except one queued input)
- Prevent movement outside grid boundaries (X: -3 to +3)
- Clear input state on game over
- Disable game inputs when game over screen is visible
Art Style and Visual Theme
Overall Style:
- 3D Voxel/Blocky Aesthetic: Everything built from cubic blocks, reminiscent of Crossy Road
- Bright, Saturated Colors: Cheerful palette with high contrast
- Flat Shading: No gradients on block faces, solid colors only
- Hard Directional Shadows: Strong, crisp shadows cast at 45-degree angle to enhance depth
- Minimalist: Clean, uncluttered visuals focused on gameplay clarity
Color Palette:
- Player (Chicken): White/cream voxel blocks with simple features
- Grass: Bright green (#4CAF50)
- Road: Dark gray (#424242)
- Water: Bright blue (#2196F3), flat surface
- Cars: Varied bright colors (red #F44336, yellow #FFEB3B, blue #2196F3, orange #FF9800)
- Logs: Brown (#795548)
- UI Text: White with black outline for readability
- Background: Light blue sky gradient (#87CEEB to #E0F7FA)
Asset Sizes & Scale:
- Grid cell: 1x1x1 world units
- Player: 0.8x0.8x0.8 units (slightly smaller than cell for visual clarity)
- Cars: 2x1x1 units (elongated rectangles)
- Logs: 2x1x0.5 units (flat platforms)
- Grass/Road blocks: 1x1x0.2 units (thin platforms)
- Water: Flat plane at Y=0
Rendering Approach:
- Use Three.js for 3D rendering
- BoxGeometry for all voxel elements
- MeshLambertMaterial for simple lighting
- DirectionalLight for hard shadows
- OrthographicCamera for isometric view
- No texture maps needed - solid colors only
Animation:
- Player hop: Smooth arc motion (parabola) over 0.2 seconds
- Slight squash/stretch on landing for juice
- Cars/logs: Smooth linear horizontal movement
- Camera: Smooth lerp following player Z-position (0.1 smoothing factor)