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Remix of Diamond Toss VR

  • 3d
  • baseball
  • sports
  • vr
  • first-person
  • arcade
  • sandbox
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. bs20265509 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Remix of Diamond Toss VR was built by bs20265509 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 Remix of Diamond Toss VR 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 Remix of Diamond Toss VR

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.

Recreate a playable Three.js baseball throwing sandbox titled “Remix of Diamond Toss VR,” with both desktop PC mode and WebXR VR mode.

Overall presentation: a polished miniature/model-like baseball stadium viewed in first person, using simple low-poly geometric meshes with soft shadows, warm golden directional sunlight, hemisphere fill, and a large gradient sky dome fading from blue overhead to peach near the horizon. The field is vivid green with alternating light/dark mowing stripes, a large green infield diamond over a tan dirt infield and straight pitcher-to-home dirt lane, white chalk foul lines and center guide, white bases, tan dirt halos, and a clearly raised pitcher’s mound. Show a deep outfield with a curved dark-green wall capped by yellow rails, repeating small “FIELD PARK”/“DT BASEBALL” ad panels, a large center-field “DT / DIAMOND TOSS” scoreboard, two light towers with rows of glowing bulbs, green covered grandstands on both sides, and rows of stylized cone trees around the perimeter. Add a couple of simple white clouds. Use a first-person perspective with a 70-degree perspective camera and no visible human face.

Start at a menu asking the player to choose PC or VR. Once a mode is selected, show a top HUD/status area with the current message, score, and gameplay statistics such as throws and best/longest distance. Include desktop mode controls for switching PC/VR without returning to the menu, and PC-only Pitching/Batting role buttons. Show a pitch-selection panel containing the available pitch buttons: Fastball, Curveball, Slider, Sinker, Cutter, Splitter, Forkball, Sweeper, Knuckle-Curve, Screwball, Slurve, Changeup, Circle Change, Eephus, and Knuckleball. Highlight the selected pitch and display a short description/status message. In PC mode show a centered aiming reticle and a Look/pointer-lock button; also provide a mobile-style on-screen stick and THROW/SWING action button when appropriate. Use simple click sounds and a throw sound when actions happen.

PC pitching mode: Build the complete pre-created baseball field automatically. Put the camera near the mound, facing home plate and the batter, with a small lower first-person player body visible when looking down: white rounded jersey torso, belt, pants, cleats, side glove, and a red-sleeved throwing arm holding a baseball off to the side. Place an enlarged AI batter in the batter’s box near home plate, facing the mound. Construct the batter from simple capsule/sphere/box meshes: white jersey with red shoulders and a small red chest number, head and red helmet, belt, light pants, legs and dark shoes, glove/arms, and a large angled wooden bat. Include a second high-contrast dark bat silhouette positioned so it is easy to see from the mound. Put a translucent cyan strike-zone panel and bright pale rectangular border above home plate, with a small yellow label bar above it.

In pitching mode, select one of the pitch types and throw using left mouse click, Space, or the THROW button. The ball begins on/near the raised mound and flies toward home plate. Mouse drag aims/looks; WASD or arrow keys move the player; the Look button safely requests pointer lock. R resets the baseball to the mound. Animate the first-person arm during the throw. Apply the selected pitch’s distinct speed and break: Fastball is fastest and mostly straight; Curveball is slower with strong left/down break; Slider has hard sideways break; Sinker drops sharply; Cutter is fast with a late cut; Splitter drops hard near the plate; Forkball is a slower heavy splitter-style tumble; Sweeper has a very large sideways sweep; Knuckle-Curve combines curve and extra drop; Screwball reverses the break; Slurve combines slider and curve movement; Changeup is slower with late fade; Circle Change is slower with arm-side fade; Eephus is extremely slow with a high rainbow arc; Knuckleball has little spin and unpredictable flutter. As pitches cross home plate, evaluate them against the visible strike zone and call strike/ball in the status HUD. The AI batter should occasionally swing automatically when the pitch reaches the plate, sometimes miss and sometimes connect. On contact, animate its swing, send the ball back into the field on a rising trajectory, award hit points, and allow the player to chase/observe the hit or press R to reset.

PC batting mode: Move the camera to a first-person position at home plate facing the mound. Hide the first-person pitcher body and show a full-body AI pitcher on the mound. Construct the pitcher with a white jersey, red shoulders and number, light pants, belt, head, red cap, legs, dark cleats, glove arm, throwing arm, and held ball. When the player starts a batting pitch, animate a clear windup with a leg kick, glove movement, and throwing arm motion, then have the AI pitcher throw the currently selected pitch harder toward a randomized point around the strike zone. Use click, Space, tap, or the SWING button to swing the first-person wooden bat. The first-person bat should be visible at the lower-right/side of the camera and animate through a swing; model it with a dark knob, wrapped grip/tape rings, tapered handle, wooden barrel, and rounded end. If the swing overlaps the incoming ball near the strike zone, send the ball into the field at high speed with upward velocity, award contact points, increment hits, and report the hit in the HUD. If timing is poor, allow a miss. After a pitch/hit, permit the next batting sequence.

VR mode: Enable WebXR and show an Enter VR button. Initially do not use the pre-created PC markers; instead let the player build a small field using controller trigger/select rays. Aim a controller ray at the ground and trigger in sequence to place the pitcher’s mound, then home plate, then the batter’s box, then at least four outfield fence posts. Clamp placements to a broad rectangular play area. Display instructional status messages such as “Mound placed,” “Home plate placed,” “Batter’s box placed,” and fence-post progress until the field is ready. Once four or more fence posts exist, leave the custom map playable and place/reset the ball at the mound. Use colored controller aiming rays and simple grip/controller markers.

In VR play, grip/squeeze near the ball to pick it up. While gripping, attach/follow the ball to the controller. Release grip to throw; derive the throw velocity from controller motion at release, clamp it to a reasonable range, add a small upward minimum, and add the selected pitch’s special break and spin. If released too slowly, treat it as a drop and require the player to grab it again. Allow the player to choose any of the same pitch buttons before throwing. Let the ball fly, bounce/land, and become grabbable again. Keep the visible field markers and custom fence posts in the VR scene.

Gameplay rules and feedback: Maintain score, throw count, longest/best throw distance, last throw speed/distance, hits, and AI-batter hits. Award score when a thrown ball lands based on throw distance; award contact points for batting hits and additional distance-based points when the hit lands. Keep clear status text describing the current mode, selected pitch, throw/swing instructions, strike/ball calls, drops, contacts, and reset state. Use realistic simple gravity, flight arcs, spin/break offsets, collision/landing behavior, and animated body parts, but preserve the clean low-poly miniature-stadium aesthetic shown: large flat colorful surfaces, sparse geometric models, warm sunset-like horizon lighting, and a centered first-person field view. Expose game state through window.getGameState() and window.setGameState(patch) for debugging/state control.

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