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Full Court Five

  • 3d
  • sports
  • basketball
  • simulation
  • arcade
  • 5v5
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. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Full Court Five yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Full Court Five was built by njdewitt13 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 Full Court Five 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 Full Court Five

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 lightweight browser-playable 3D 5v5 basketball simulation titled “Full Court Five.” Use a dark navy/charcoal arena presentation with a regulation-style full indoor basketball court as the main play surface: warm wood floor with subtle plank grain, white boundary and court markings, red painted keys near both baskets, red center circle, red surrounding apron, dark walls, tiered side stands with rows of simple colored crowd blobs, and a hanging center board reading “FULL COURT FIVE.” Include two opposing hoops at the ends of the long court, each with a dark support pole and arm, translucent glass backboard, orange rim, and simple white hanging net lines. Add optional low-poly arena stair/banner decor and orange basketball arcade props courtside when the browser can load them, but keep procedural geometry as a fallback.

Use an elevated third-person chase camera inside the arena, looking down toward the controlled athlete and the half court ahead; it should smoothly follow the player and remain within the walls. Render 10 low-poly athlete agents, five HOME players in blue and five AWAY players in red, arranged and moving like a basic basketball game. Each player has a colored circular indicator/ring on the floor when controlled or when holding the ball; the controlled player’s ring is yellow, while team rings use blue/red. Use simple procedural capsule-body, sphere-head, and block-leg athletes as a reliable fallback, with optional imported low-poly character models if available. Show an orange basketball that bounces while possessed, travels in an arcing path on passes and shots, and becomes a loose bouncing ball after misses.

The game begins paused behind a full-screen start overlay. The overlay is a dark translucent navy panel with rounded border, large white “Full Court Five” title, the subtitle “A lightweight 5v5 browser basketball sim: run sets, time your shot release, pass, defend, steal, block, rebound, beat the clock.” and an orange/yellow gradient “Start Game” button. Starting begins a HOME possession and displays a brief “Tip off — HOME ball” prompt. The core goal is to outscore AWAY before the game clock expires. Implement four timed quarters, with a 2:00 clock per quarter and a 24-second shot clock; if tied at the end, play overtime with a 60-second clock. End with a win/loss overlay showing the final Home and Away scores and a Restart button.

At the top, place a persistent translucent dark scoreboard HUD with a blue HOME badge and score on the left, a red AWAY badge and score on the right, and centered quarter, game clock, shot clock, and possession text such as “Q1 2:00” and “SHOT 24 · HOME BALL.” Display temporary rounded black action prompts near the top center for events including tip-off, passes, made shots, misses/rebounds, fouls, steals, quarters, overtime, and final result. When shooting, show a vertical shot meter near the lower-right edge: dark rounded container, a green/yellow/red vertical fill, and a bright target line around the upper-middle area.

Desktop controls: WASD or arrow keys move the controlled athlete; Shift sprints while draining stamina; aim with the mouse by projecting its position onto the court; hold and release Space or the mouse button to shoot; E passes to the teammate nearest the aim point; F attempts a steal; R contests/attempts a block; Q switches the controlled athlete/defender. Mobile/touch layout should appear on hoverless or narrow screens: a left virtual movement stick, right virtual aiming stick, and four translucent buttons labeled PASS, SHOT, STEAL, and BLOCK. Holding SHOT and releasing it uses a timing meter whose oscillating power should reward releasing near the highlighted target. Shot success should depend on release timing, distance, and nearby defensive contest. Shots near the basket can be labeled DUNK or LAYUP, while other makes are labeled JUMPER; shots from beyond the three-point distance award 3 points and other makes award 2. Dunks should briefly enlarge/stretch the shooter as a simple visual effect.

Implement the actual simple basketball systems: HOME and AWAY possession, inbound/reset positioning after scores and fouls, a 24-second reset on new possessions, reach-in foul chance during steal attempts that changes possession and uses a 14-second shot clock, missed shots creating a loose ball and rebound opportunity, and ball catching by the nearest player. Basic AI should make teammates space around the attacking hoop, drive toward it, pass occasionally, and shoot near the hoop or late in the shot clock; defenders should mark opposing assignments, contest nearby ball handlers, and occasionally steal. Keep players constrained to the court boundaries and smoothly animate movement, facing direction, bouncing/dribbling ball, and pass/shot arcs. Lighting should be bright over the court with a cool ambient/dark arena background, soft shadows when supported, and a low-power/mobile-safe rendering fallback.

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