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Arcade › Campus Diamond
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ryan Brown built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Campus Diamond yet. Play it, then tell Ryan Brown what you would add next.
Campus Diamond was built by Ryan Brown 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 Campus Diamond 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.
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 compact playable 3D college-style baseball game titled “Campus Diamond.” Use a bright broadcast presentation and a fictional matchup: STATE is the home team in blue and gold, and COASTAL U is the away team in red and navy. Do not use real college names, logos, or trademarks. The game is a 3-inning contest: the player pitches in the top half and bats in the bottom half; after three innings, the team with more runs wins, or show a tie. Start at the top of the first with the player pitching and display “PLAY BALL — YOU PITCH FIRST.” Build the field as a stylized procedural 3D baseball diamond viewed from a raised broadcast camera behind home plate. Use a large vivid green circular outfield, orange-brown dirt diamond and pitcher’s mound, white home plate, three raised white bases, bright chalk foul/base lines, and a STATE logo on the infield. Add a dark backstop/scoreboard in deep center field with fictional team logos: a circular blue/gold S-star emblem for STATE and a navy/light-blue wave-shield CU emblem for COASTAL U. Include red and blue dugout structures at the sides, benches, a suburban-style backstop fence, curved bleacher rows, and a colorful simplified crowd made from small capsule-bodied spectators in blue, gold, red, and white. Lighting should be sunny with soft shadows, a pale blue sky background, and light atmospheric fog. Use simple low-poly/rounded 3D characters for players and fans. Players should have team-colored uniforms, matching caps (gold for STATE and navy for COASTAL U), and small team logos on their chests. Place a blue-and-gold batter near home plate, a blue catcher behind the plate, an opposing red pitcher on the mound, and red fielders at first, second, third, shortstop, left, center, and right field. Include a hidden/non-visible home pitcher when appropriate. Add a wooden bat beside the batter, a brown catcher’s glove, and a clearly visible procedural white baseball with red seam rings. The core interaction alternates between pitching and batting. In the top half, let the player choose Fastball, Curve, or Change buttons, aim inside a visible strike-zone overlay using mouse/touch dragging or clicking, and operate a horizontal timing meter with a narrow green target band. Clicking the large action button or pressing Space stops the meter and throws. Pitch quality depends on timing near the center/green band and whether the aim is in the strike zone: good pitches can produce painted strikes, medium results can be swinging strikes or soft groundouts, weaker results can be balls, and contact can trigger a fielding decision. In the bottom half, automatically send a pitch toward the plate after a short delay; aim the swing with the mouse/touch position over the strike zone and click the large action button or press Space when the ball reaches the plate. Resolve timing and aim into whiffs, foul balls, pop outs, called strikes, singles, doubles, triples, or home runs. Animate the bat swinging and show the baseball flying in an arc toward the outfield after a hit. When the opponent puts the ball in play during the pitching half, show a “CONTACT! THROW TO A BASE” prompt and provide throw buttons for Home, First, Second, and Third; also support keyboard keys 1, 2, 3, and 4 for those choices, plus matching mobile buttons. A correct/likely throw can make an out, while a missed or late throw makes the runner safe and advances runners. Track three outs per half, then switch from top to bottom and back, incrementing the inning. Track balls and strikes; four balls produce a walk, three strikes produce a strikeout, and outs reset the count. Track runners on first, second, and third, advance them on hits/walks, and award runs when they score. Overlay a translucent dark rounded scorebug at the top of the screen. It must show COASTAL U and STATE with their colors, current scores, inning/half such as “TOP 1” or “BOT 1,” the count as “Outs 0 · 0-0,” and a small diamond-shaped first/second/third base display with occupied bases glowing gold. Show large temporary center messages such as PLAY BALL, STRIKEOUT!, BALL, WALK, SINGLE!, DOUBLE!, TRIPLE!, HOME RUN!, RUN SCORES!, CONTACT! THROW TO A BASE, and the half-inning/game result. On the right side, show a tall translucent strike-zone panel with a glowing red aim dot. During pitching, show the horizontal timing meter at lower left. Along the bottom, show pitch-selection buttons during pitching, throw buttons during fielding prompts, and a large prominent rounded action button at lower right labeled SWING during batting or THROW during pitching, with a smaller “click” label. Support mouse, touch, and Space for the main action; allow aiming via pointer/touch dragging. On game over, hide the strike zone and display a final result such as STATE WINS!, COASTAL U WINS, or TIE GAME with the final score; allow restarting with R.