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Diamond Verse

  • 3d
  • exploration
  • ambient
  • sci-fi
  • low-poly
  • narrative
  • browser
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. Tyrone Power built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Diamond Verse yet. Play it, then tell Tyrone Power what you would add next.

Make your own game

Diamond Verse was built by Tyrone Power 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 Verse 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 Verse

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 third-person exploration experience titled “Diamond Verse,” built with Three.js. Use a dark, atmospheric low-poly sci-fi/fantasy visual style: deep violet and midnight backgrounds, exponential purple fog, stylized faceted rocks and crystals, warm dawn-gold highlights, emissive magenta/cyan/gold objects, and a muted clay-colored ground plane. The camera follows a simple invisible/player avatar from behind in third-person view; the player begins near the foreground at the edge of a violet reflective-looking beach/water area. Support WASD or arrow-key movement, Space to jump, Shift to run, E to interact, mouse/touch dragging to look, and a visible “Continue →” button to advance scenes. Also allow N to advance for keyboard convenience. There are no enemies, combat, weapons, health, or inventory systems.

Begin with a full-screen boot/loading overlay: a reddish-purple radial gradient, glowing diamond/star glyph, “DIAMOND VERSE” title, a gold progress bar, and a monospace sequence that appears line by line: “> Detecting XR runtime ... OK”, “> Loading lattice geometry ... OK”, “> Initializing pressure field ... OK”, “> Synchronizing coherence state ... OK”, and “> Entering AURA-01 ...”. After loading, show the game HUD with the current location name in spaced gold text at top left, a “COHERENCE 0%” readout beneath it, transient narrative messages, a contextual interaction prompt near the bottom center, a Continue button at upper right when a scene is complete, and a lower-right control hint reading “WASD / arrows · Space jump · Shift run · E interact · N next scene”.

Implement seven sequential, mostly self-contained scenes, with a shared coherence progression and Continue flow:
1. “AURA-01 / BEACH OF FIRST LIGHT”: a dark purple beach/shore, violet breathing water stretching into fog, a large angular blue-purple crystal mountain to the left/back, several low-poly pale stone formations around the shore, and a small faceted fork stone in front of the player. Place a brown-gold tuning fork on the stone, with two prongs and a crossbar, gently bobbing and rotating. Put an initially invisible golden ripple ring and tiny golden stable node at its base; when the player comes within interaction range (about 2.4 units) and presses E or taps an object, activate the ripple/node, set coherence to 10%, hide the prompt, show the message “Everything is connected. Everything sings. Listen closely...”, and reveal Continue. The initial prompt should say “Walk to the tuning fork · press E or tap it”.
2. “RESONANCE FIELD / THREE STONES”: create a dark plum circular chamber/floor with eight surrounding low-poly pillars and three rose/magenta emissive faceted resonant stones arranged in a triangle around a bright warm central node. Prompt “Strike the three stones · press E near each”. On E, set coherence to 30%, show “The Cage is open. You can now anchor yourself to the nodes.” and enable Continue. The three stones should subtly rotate and bob.
3. “CRYSTAL LATTICE / SCALE SHIFT”: use a deep blue-teal chamber with an elevated circular floor/pillars, dozens of tiny cyan emissive sites arranged in a loose spiral/lattice at varied heights and radii, plus gold lattice bonds crossing around the center. Prompt “Scale shift complete · reach the dark central node”. On E, set coherence to 50%, show “The lattice is alive at every scale.” and enable Continue. Make the cyan sites pulse in brightness.
4. “NV CENTER / QUANTUM HEART”: use a dark red/maroon chamber, a large translucent red wireframe icosahedral cage suspended around a bright cyan octahedral center. Prompt “Enter the resonance zone and press E”. On E, set coherence to 70%, show “You have seen the Heart. It is preparing to sing.” and enable Continue.
5. “SOLAR SYSTEM / BREATHING PLAIN”: use an almost black-blue ground and a central dark/frozen sun sphere raised above the ground. Arrange seven differently colored low-poly planets outward in a line/radial orbital arrangement, each paired with a faint golden wireframe anti-collision node. The planets should gently oscillate sideways to suggest breathing rather than strict orbiting. Prompt “Jump to the outer node · press E to continue”. On E, set coherence to 80%, show “The planets are not orbiting. They are breathing.” and enable Continue.
6. “ESCAPE FINALE / THE 100× SONG”: use a dark violet chamber/plain with four concentric or stacked, colorful glowing voice rings (gold, cyan, lavender, pale yellow) hovering above the floor and slowly rotating/pulsing, plus a translucent golden vertical light beam. Prompt “Align the four voices · press E to trigger the 100× song”. On E, set coherence to 100%, show “Grounded. Literally. And singing out.” and enable Continue.
7. “WEAVER’S LOOM / DLC”: use a dark purple final space containing seven warm glowing nodes arranged in a circle and a large luminous pale-violet faceted diamond/octrahedron floating at center. Prompt “The lattice is yours · press E to crystallize the next universe”. On E, keep coherence at 100% and show “You have woven the next breath. The diamond keeps shining.” Hide the prompt after interaction. The Continue button should be absent on the final scene.

Use soft lavender hemispheric fill, a warm directional dawn key, a violet rear rim light, and a warm accent point light near interactive resonance objects. Add fog and emissive materials for depth. Keep the tone contemplative and abstract: progression is conveyed by scene changes, glowing geometric landmarks, narrative text, and the coherence percentage, not by combat or conventional score. The HUD should always identify the current chapter; chapter names are exactly: “AURA-01 / BEACH OF FIRST LIGHT”, “RESONANCE FIELD / THREE STONES”, “CRYSTAL LATTICE / SCALE SHIFT”, “NV CENTER / QUANTUM HEART”, “SOLAR SYSTEM / BREATHING PLAIN”, “ESCAPE FINALE / THE 100× SONG”, and “WEAVER’S LOOM / DLC”.

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