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Arcade › Hoop Rush
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Hoop Rush was built by WILLIAM CATT 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 Hoop Rush 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 playable Three.js-style 3D arcade basketball game titled “Hoop Rush.” Use a fixed third-person perspective from behind the basketball, looking down a blue half-court toward a single hoop. The camera is positioned around (0, 5.1, 10.8), aimed toward the hoop at the far end, with a 52-degree perspective field of view. Use a deep navy background with subtle distance fog, soft shadows, warm directional lighting, cool ambient lighting, and a small warm orange light near the hoop. Scene and art: Build a dark blue rectangular court floor with pale yellow basketball-court markings: two long sidelines, a near baseline, a far baseline, a horizontal key/free-throw line, and a circular arc around the hoop area. At the far end, place a centered basketball hoop: a translucent pale/clear rectangular backboard, an orange circular rim, a white wireframe-style hanging net, and an orange outlined target square on the backboard. The hoop is supported by a tall dark gray-blue vertical post behind it. Add a decorative mini basketball arcade cabinet on the left side of the court near the far end, with blue/purple housing, orange details, and a visible basketball-game appearance; it is scenery only and does not affect play. Render with a polished low-poly/arcade 3D look, orange basketball colors, navy/blue surroundings, and yellow court lines. Player and game loop: The player is represented by one orange basketball at the near end of the court, initially around the center lane just beyond the near baseline. Give it a dark orange-brown seam pattern and a subtle shadow/material shading. The objective is to score as many baskets as possible during a 30-second countdown. Display Score and Time in the HUD. Start with a title/start overlay; the game only begins after pressing “Start Game.” When the timer reaches zero, stop play, reset the ball, and show a “Time!” result overlay stating how many baskets were scored, with a “Play Again” button that resets score and time. Shooting mechanic: While the game is active and the ball is not already flying, allow pointer/touch dragging anywhere on the canvas to aim and set shot power. Horizontal drag from the point where the pointer went down controls the aim: map the normalized horizontal movement to a clamped aim value from -1 to 1, with the target x position at the hoop being aim times about 2.25 world units. Vertical drag controls power: dragging upward from the starting point increases power, clamped approximately from 0.5 to 1.0 (the implementation computes power from 0.58 plus upward normalized drag times 1.7). On pointer release, immediately shoot; ignore new shots while the current ball is in flight. Also provide a large circular orange “SHOOT” button at bottom right that fires using the current aim and power, plus keyboard Space as a start/shoot shortcut. Before a shot, gently move the ball laterally toward the current aim position (aim times about 1.2 world units), while keeping it at its starting height and depth. Ball physics and scoring: Launch the ball from its current location toward the hoop using a simple ballistic trajectory under gravity of about -9.8. Shot duration is approximately 1.15 seconds plus an additional 0.5 seconds based on reduced power. Compute the initial velocity so the ball reaches the hoop height at the selected time and travels in depth to the hoop. Animate the ball along the arc, rolling it as it flies. A basket is awarded only once per shot when the descending ball crosses the hoop’s depth plane, within a small depth window (about 0.24) and within roughly 0.58 world units of the rim center. Successful shots increment Score. Reset the ball to the near starting position when it falls below the court or after roughly 3 seconds, allowing rapid repeated shots. There are no enemies, misses penalties, lives, ammo, or additional levels. HUD/UI: Overlay the game on the canvas. At the top left show a dark translucent rounded pill with the uppercase gold “HOOP RUSH” brand. At the top right show separate dark translucent rounded stat pills labeled “SCORE” and “TIME,” with large white values and pale blue labels. Center/bottom show a translucent rounded hint reading “Drag to aim + set power, release to shoot” (on small screens place it higher above the shoot button). Put a large circular orange gradient SHOOT button at bottom right with a pale border and dimensional shadow. The start and end dialogs are centered dark navy translucent rounded cards with subtle borders and shadows: title in gold, explanatory text in light blue, and a green rounded action button. The start text explains that the player must sink as many shots as possible before the clock hits zero and that pulling farther controls power.