Arcade › Diamond Duel
play baseball
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brydenbarrera13 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Diamond Duel yet. Play it, then tell brydenbarrera13 what you would add next.
Diamond Duel was built by brydenbarrera13 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 3D browser baseball game titled “Diamond Duel,” presented as a compact arcade-style nine-inning showdown. Use Three.js (or an equivalent WebGL engine) with a fixed elevated perspective from behind home plate: camera roughly at (0, 8.5, 18), looking toward the pitcher and center field. The scene should have a dark navy background and atmospheric fog, a circular green grass ballpark, a raised brown pitcher’s mound around z=-5, white pentagonal home plate near the camera at z=6.5, chalk foul lines extending toward left and right field, white first/second/third bases, two dark foul poles, and a low dark teal outfield wall. Place a small trophy prop to the right side of the field and banner props around the park. Use soft shadows, warm key lighting, cool rim lighting, and a polished low-poly/animated 3D look. Before gameplay, show a full-screen dark translucent team-selection overlay. At the top, display the yellow kicker “CHOOSE YOUR TEAM” and the title “Choose how to play.” Offer two large mode buttons: “🤖 Play vs CPU” and “👥 2 Player Mode”; the selected mode is highlighted yellow while the other is dark teal. Below say “Then pick your team,” followed by a vertically scrollable list of large rounded dark-teal buttons: ⚔️ Trojans, 🤠 Cowboys, 👑 Kings, 🚀 Astronauts, 🎸 Band, 👨🍳 Chefs, 🛡️ Vikings, 🏴☠️ Pirates, 🕵️ Thieves, and 🥷 Ninjas. Team buttons are disabled until all character assets load and a mode has been chosen. Once a team is picked, hide the overlay, spawn the player team as the batter and runners, and use the first different team as the opponent. Represent players with animated humanoid GLB characters. Load distinct character styles for each team (warrior, cowboy, king, astronaut, guitarist, chef, viking, pirate, rogue/thief, ninja), recolor their mesh materials using each team’s primary and accent colors, and add a simple gold crown to Kings. The batter stands just left of home plate and the pitcher on the mound; use idle and attack animations when available. Show a white baseball with a visible red seam traveling from the pitcher toward home plate, plus a wooden bat near the batter. Animate bat swings and flying balls. Runners are cloned player characters standing visibly on occupied bases and move along the base path during steals. Add a fixed HUD over the 3D view. Center a dark rounded scoreboard at the top reading “Score — [player team] [player runs] : [opponent team] [opponent runs].” At upper left show a panel with yellow “DIAMOND DUEL,” the title “Nine Inning Showdown,” and the matchup/mode, such as “[Team] vs [Team] • CPU” or “• 2 Player.” At upper right show four stats: Runs, Count (balls-strikes), Half (T1/B1 through T9/B9), and Outs. Below the top bar, center a dark message panel for events such as “Top of the inning — batting. Pitch incoming…,” “NOW!,” “SINGLE — batter on first,” “Swing and miss,” “Called strike — over the plate,” “Ball — outside the plate,” and inning transitions. Put a large orange/yellow rounded action button at the bottom center; label it “P1 SWING” while the player is batting, “PITCH” while the player pitches versus CPU, and “P2 SWING” for the second player batting. Provide a small control hint above it and a RESTART button that only appears after game over. Core baseball loop: play nine innings, each with top and bottom halves and three outs. In the top half, Player 1 bats and the opponent pitches. A pitch begins at the far end of the field and moves toward home plate at either fastball or curveball speed; curveballs visibly bend sideways. The player must press the action button or Space/W at the correct moment as the ball reaches the plate. Evaluate timing and horizontal accuracy: good contact produces a hit, while poor timing produces a swing and miss and adds a strike. A very accurate hit can be a home run, triple, double, or single; launch the ball into the field with different trajectories and animate it until it lands or leaves the park. Reset strikes and balls on a successful hit. Singles, doubles, triples, and home runs advance existing runners and add runs when they cross home. Four balls create a walk to first; three strikes create an out. After three outs, switch from top to bottom, reset the count and bases, then begin the next half-inning. In the bottom half, the player pitches and the opponent bats. In CPU mode, the player presses the action button or uses Space to pitch; one press pitches a fastball, while two quick presses (within a short tap window) select a curveball. The CPU automatically attempts a swing as the ball approaches the plate, with a chance to connect, producing singles, doubles, or home runs or missing. In 2 Player Mode, Player 1 pitches with W or the action button; Player 2 uses Arrow Up once for a fastball or twice quickly for a curveball, then presses Arrow Up again or the action button to swing as the pitch arrives. In the top half of 2 Player Mode, Player 1 bats with W and Player 2 pitches. The displayed hints should explain these controls: CPU mode top half asks the player to press when the ball reaches the plate, CPU mode bottom says to pitch with Space and steal with S; two-player hints explain W for P1, Arrow Up for P2, and E/Down Arrow for steals. Include base stealing. If a runner is on base, the batting player may initiate a steal: use S in CPU mode or E during the top half of 2 Player Mode; in the bottom half of 2 Player Mode use Arrow Down. Choose the furthest occupied runner, block the attempt if the destination is occupied, and animate the runner over about 1.35 seconds toward the next base or home. Randomly determine whether the runner is caught; on a successful steal place the runner on the next base or add a run stealing home, and on a caught steal add an out. Show messages such as “Runner takes off for the next base!”, “Runner is safe at second!”, “The catcher throws the runner out!”, “Steal blocked — the next base is occupied,” or “No runner is on base.” Highlight occupied bases gold/yellow and show cloned runner characters there. At the end of nine innings, stop play, show “GAME OVER” on the main button and a final-score message, and allow RESTART or R to reload the game. Keep the presentation responsive for mobile and desktop: full-screen canvas, rounded translucent HUD panels with blur, yellow #ffcf5a accents, dark navy/teal surfaces, white typography, and a large touch-friendly action button. Do not add unrelated game modes or mechanics beyond this timed baseball duel.