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Diamond Rally

  • 3d
  • sports
  • baseball
  • arcade
  • animal
  • mobile
  • cartoon
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. Anden Oparowski built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Diamond Rally yet. Play it, then tell Anden Oparowski what you would add next.

Make your own game

Diamond Rally was built by Anden Oparowski 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 Rally 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 Diamond Rally

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 playable 3D cartoon arcade baseball game titled “Diamond Rally,” built around one-turn batting and fielding. Use a proper-scale baseball diamond: 27.43 m base paths, mound 18.44 m from home plate, and an outfield extending roughly 112 m. The camera should be a smooth, lerped/slerped third-person sports camera. The default view is a broadcast-style view from behind/above home plate looking toward the mound and outfield; when the ball is hit, it should follow the ball/fielding action rather than remaining fixed on the batter.

Build the field from 3D geometry rather than sprites: green fair-territory grass with alternating mowed arcs/stripes, a clay infield diamond and surrounding foul-ground clay, white foul lines, four bases, home plate, a raised pitcher’s mound and pitching rubber, dugouts, a curved padded outfield wall with wall rebounds, yellow foul poles, light towers, tiered seating, concourses, and a raised 3D outfield scoreboard. Add a fully 3D animated crowd made from many small colorful animal/person-like figures that bob and wave. Use a bright, clean, colorful mobile-arcade art style with soft shadows, blue sky, green field, chunky rounded geometry, and cartoon proportions. The playable animals should be correctly scaled to the field rather than giant characters.

The active lineup is a team of ten 3D cartoon animal athletes, each assembled from mesh anatomy (head, body, limbs, ears/horns/wings/fins/tail/snout/markings as appropriate), caps, uniforms, gloves, and expressive faces. Start with: Lion batter in a red uniform; Snowy Owl pitcher; Raccoon catcher; Polar Bear at first; Monkey at second; Meerkat shortstop; Rhino at third; Cheetah in left field; Falcon in center; Dolphin in right. Support idle, running, batting, pitching, catching, diving, pickup/throwing, and celebration animations. Show a small 3D roster showcase containing tokens for the complete roster.

Core loop: begin in a BATTING phase. The pitcher automatically delivers a pitch after a short delay. The player presses Space or taps SWING to swing; A/D or left/right aim the swing. Evaluate contact using timing and vertical height: well-timed contact produces harder/higher hits, while poor contact produces softer contact. A swing can miss and count as an out; three outs reset outs and advance the inning. A taken pitch resets for the next pitch rather than automatically burning through the game. Display messages such as “Pitch incoming!”, “Solid contact!”, “CRUSHED! Track it down!”, and “Swing and miss — out!”.

After contact, switch to FIELDING. Simulate the hit ball with 3D velocity, gravity, bounce, rolling/friction, and wall rebounds. Automatically select the closest defender to the predicted landing point, while allowing the player to control the active fielder with WASD or arrow keys and a virtual joystick. E or DIVE performs a diving attempt with a larger catch radius and a brief roll animation. When the active fielder reaches the ball, pick it up; if the player does not intervene, automatically throw toward the lead force base. F or THROW also throws manually. Use baseball-style base coverage: defenders cover first, second, third, and home, including pitcher coverage of first when appropriate. The batter runs automatically toward first, and runners can be safe or forced out depending on whether the throw and receiving defender beat them. Continue a runner to subsequent bases where the ball remains live; scoring at home increases the home score. Resolve force plays and return to the next batting pitch after the play.

Include animal gameplay differences driven by visible stats such as speed, strength/power, agility, and accuracy: fast animals run and field better, strong animals hit harder, agile animals suit infield play, and accurate animals suit pitching/throwing. Each animal has a reusable CHARGE ability that becomes available at 100% meter and a once-per-game ULTIMATE. Q or the on-screen CHRG button activates the charge ability; U or ULT activates the ultimate. Abilities should briefly boost the appropriate gameplay performance and trigger a celebration state/message; prevent the ultimate from being used again after activation.

Add four camera modes cycled with C: broadcast batter view, ball-follow view, fielder-chase view, and high tactical overhead view. Keep transitions smooth. Add stadium and time-of-day options: number keys 1–7 select the seven complete themed environments Desert Mirage Park, Glacier Dome, Cloudtop Field, Coral Reef Yard, Vine Wall Coliseum, Timberline Ballpark, and Baobab Bowl; N cycles stadiums. Each environment should visibly change architecture, props, lighting, background scenery, flags/weather particles, and include its own two stadium-specific gameplay mechanics. T cycles midday, sunset, and night lighting/weather states. Preserve the baseball field and active gameplay while changing the environment.

Provide an animal selection overlay opened with M or SELECT. Organize 70 3D animal characters into seven themed groups of ten: Desert, Arctic, Sky, Ocean, Jungle, Forest, and Savannah. Show selectable animal cards with species, theme, and Speed/Power/Agility/Accuracy values. Selecting a card shows a large rotating live 3D preview, personality, preferred positions, stat bars, strengths, weaknesses, Charge ability, Ultimate ability, and a position selector. Confirming replaces the chosen lineup role with that animal while retaining the role’s position and uniform color.

HUD: use dark translucent rounded panels over the game view. At upper left show the current phase and contextual instruction, e.g. “BATTING · Step in. Wait for the pitch, then swing.” At upper right show controls: “Batting: Space/tap SWING, A/D aim. Fielding: WASD/joystick move, E dive, F throw. Camera: C cycle.” Show Home score, Away score, Outs, Inning, current animal, CHG percentage, ULT ready/used state, active stadium/theme, and time of day. Include a horizontal swing/timing meter near the bottom. On mobile, provide visible SWING, DIVE, THROW, CHRG, ULT, STADIUM, TIME, and SELECT buttons plus a virtual joystick. Also keep the raised 3D scoreboard synchronized with HOME score, AWAY score, OUTS, and INNING.

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