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Arcade › Diamond Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. logana2rays built it with Cinevva, so it works on a phone or a tablet too.
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Diamond Duel was built by logana2rays 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 Diamond Duel 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 browser-based 3D baseball game titled “Diamond Duel,” built with Three.js and presented as a cinematic TV-broadcast-style matchup. Use a full-screen daylight stadium scene with a perspective camera, soft shadows, blue sky/fog, semi-realistic materials, a large green outfield and brown infield, home plate, pitcher’s mound, bases, foul lines, a dark outfield wall, multiple curved stand tiers and horizontal crowd bands, a distant scoreboard, yellow foul poles, and four tall stadium light masts. Model simple stylized-but-dimensional baseball players from primitive meshes: a batter at home plate, pitcher on the mound, and catcher behind the plate. Apply the selected teams’ primary and secondary colors to jerseys, arms, caps, and trim; support all 30 MLB teams by name and abbreviation with their corresponding colorways. The player’s selected team bats first as the away team, and the CPU team fields first as the home team. Start with a dark translucent responsive menu overlay card titled “Diamond Duel” and subtitle “TV-style baseball with every MLB team colorway and a CPU opponent.” Include dropdowns for Your Team and CPU Team, defaulting to Los Angeles Dodgers and New York Yankees, a Game Length dropdown with 1, 3, 5, or 9 innings (3 selected), and a CPU Difficulty dropdown with Rookie selected plus Pro and Ace. Add Start Game and Random Matchup buttons. The menu uses a dark navy/black gradient, rounded border, white bold typography, and blue primary buttons. On small screens stack the fields and buttons vertically. Hide the lower gameplay controls while this menu is open. During play, show a translucent broadcast HUD over the 3D scene. At top left place a scoreboard panel showing the player/away abbreviation and runs, CPU/home abbreviation and runs, plus inning half and number (such as TOP 1), outs, and ball-strike count. At top/right show the current phase and instructional prompt. Along the bottom show brief batting and pitching instructions and a bases status string for 1B, 2B, and 3B. Use the selected team colors in the in-world scoreboard and uniforms. Implement a short baseball game loop. The player always bats in the top half of each inning and pitches in the bottom half. Each half has three outs; after the top half, switch to CPU batting/player pitching, and after the bottom half advance to the next inning. End at the configured inning length and reopen the menu with a final result such as the player team win, CPU team win, or tie and the final score. Track balls, strikes, outs, runs, inning, half inning, bases, and game-over state. A strikeout is three strikes, a walk is four balls, and fouls add a strike only when fewer than two strikes. Hits advance runners and can score runs. For batting, deliver a pitch from the CPU pitcher toward home plate. Show the ball as an unusually visible glowing white baseball with a larger pale glow and a floor shadow. Display a translucent blue strike-zone square and a rotating circular aiming marker near the plate; the marker follows a two-axis player aim position. The player aims with W/A/S/D or arrow keys, or with a mobile directional pad (up, down, left, right, and a center/reset button), then swings with Space or an orange SWING button. On Rookie, provide stronger batting assistance, a larger contact radius and timing window, and foul-ball protection on close misses; Pro and Ace reduce assistance and timing/contact forgiveness. Determine contact from aim distance and swing timing as the ball reaches the plate. Successful contact launches the ball into a dramatic ball-flight camera view; resolve the play based on flight distance as a weak popup/groundout, sharp single, double, triple, or home run. Show prompts such as “Track the ball into the blue ring, then swing,” “Foul ball — stay alive,” “Ball in play!”, “Strikeout,” “Sharp single,” and “Home run.” Missed or taken pitches become strikes or balls based on whether they cross the strike zone. For pitching, switch to a pitching camera looking from behind/near the pitcher toward the plate. The player aims using the same keyboard controls or directional touch pad, chooses Fastball, Slider, or Changeup using keyboard keys 1/2/3 or mobile FAST, SLIDER, and CHANGE buttons, then throws with Space or an orange THROW button. Fastballs should be quickest, sliders slightly slower with lateral break, and changeups slower with more lift/drop behavior. The CPU batter should automatically decide whether to swing near the plate based on difficulty, contact chance, and pitch location. CPU contact sends the ball into the same ball-flight resolution; a CPU miss can be a strike or ball. The HUD should only show the relevant SWING action while batting and pitch-type/THROW controls while pitching, while keeping the aim pad available in both phases. Use smooth camera transitions among: a broadcast overview looking toward home plate and the mound, a batting view from an offset side/behind-home-plate angle, a pitching view from behind the pitcher, and a ball-flight view that follows the batted ball toward the outfield. Add subtle idle motion to the players, a visible bat swing animation, a pulsing blue strike zone, and a rotating aim marker. Make controls touch-friendly with pointer interaction and hide them on menu screens. Keep the overall visual style cinematic and semi-realistic rather than flat cartoon shading, with a mobile-first dark glass HUD and responsive menu layout.