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Street Hoops

  • 3d
  • basketball
  • sports
  • arcade
  • 1v1
  • webgl
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. cheyenne Kimble built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Hoops yet. Play it, then tell cheyenne Kimble what you would add next.

Make your own game

Street Hoops was built by cheyenne Kimble 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 Street Hoops 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 Street Hoops

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-playable 3D arcade basketball game titled “Street Hoops,” built in a lightweight Three.js-style WebGL scene. It is an original 1v1 half-court game: the player controls a stylized blue-uniformed athlete and the opponent is a stylized red-uniformed CPU athlete. Start with the player on offense, holding the ball near the back of the court and the red CPU defender positioned ahead of them; alternate possessions after made shots, missed shots, or shot-clock violations.

World and camera: Use a warm orange/tan rectangular half-court approximately 20 units wide and 34 units deep, bounded by the court edges and simple side fence posts. Add a blue painted key near the hoop, cream/white court markings including the key rectangle, free-throw circle, center circle, outer boundary, and a three-point arc. Place a single hoop at the far end: orange circular rim, translucent white hanging net, white rectangular backboard with a small red target square, gray metal pole and support. Behind the hoop, show a loose stylized crowd made from colorful simple capsule-like figures. Use a bright sky-blue background with light atmospheric fog, soft shadows, warm daylight, and simple colorful low-poly/stylized materials. Use a third-person elevated follow camera behind the active play, smoothly tracking the player/ball and looking toward the hoop so the hoop and net remain visible. The blue player should generally be in the foreground, with the court extending toward the basket.

Actors and ball: Build each athlete from simple capsule/sphere/box primitives: capsule torso in the team color, contrasting chest stripe, spherical skin-colored head, capsule arms and legs, white shoes, and a soft circular ground shadow. Give the user blue clothing and the CPU red clothing with a yellow accent. Use a textured-looking orange basketball as a sphere with dark curved seam rings and a separate ground shadow. While a player owns the ball, attach it beside their body at varying vertical offsets to suggest a timed dribble bounce, and animate limbs while moving. Separate the players so they cannot overlap and keep them inside the court.

Player controls and offense: Support keyboard WASD and arrow keys for movement, plus a mobile virtual joystick labeled MOVE. Movement is relative to the court: up generally drives toward the hoop and down retreats. Support holding Shift for a sprint burst, or a touch SPRINT button. Support C on keyboard or a touch CROSS button to switch dribbling hands and perform a brief lateral/forward crossover dash; give it a short cooldown and only allow it when the user has the ball. The CPU defender should actively follow the ball handler, position itself between the user and the hoop, cut off driving lanes, apply body-up pressure, and slow the ball handler somewhat when very close.

Shooting: Support holding Space or a touch SHOOT button to charge a shot and releasing to launch it. Display a horizontal charge meter while charging, with a green-to-yellow-to-red fill. The ideal charge depends on distance from the hoop; release timing error lowers shot quality, and a close defender in front reduces the chance/accuracy. Launch the ball along a physics arc toward the rim, with gravity, spin, rim collisions, backboard collisions, floor bounce, and court boundary bounces. A shot is worth 2 points inside the three-point arc and 3 points outside it. Detect a make when the ball passes downward through the rim within the rim radius; otherwise let it bounce and resolve as a miss/turnover when it settles. Show temporary large center-screen outcome text such as “YOUR BALL,” “CROSS,” “2 POINTS” or “3 POINTS,” and “MISS.”

CPU possession and defense: After the player’s possession ends, give the ball to the CPU, move the red player toward a randomly selected spot in the half court for a short drive/setup, then have it shoot after a short delay. CPU shot quality should be affected by how closely the user defends it. During CPU offense, switch the user to defense: the user can move with the same WASD/arrow/joystick controls and should stay close to the red player to contest. After the CPU shot resolves, return the ball to the user. Use an 18-second user shot clock and a 14-second CPU shot clock; if the timer expires, show “SHOT CLOCK” for the user or “CPU VIOLATION” for the CPU and change possession. Briefly pause between possessions before resetting player positions.

HUD and controls: Overlay a dark translucent rounded panel in the upper-left with the title “Street Hoops,” the score in the format “You 0 - 0 CPU,” a live “Shot Clock: 18.0” line, a “Possession: You” line, and contextual guidance such as “Sprint to burst, CROSS to change hands, then rise up. 2PT range/3PT range.” When defending, change the hint to tell the player to stay attached to the red player because close contests force tougher CPU shots. Put a gold rounded “New Game” button in the upper-right that resets both scores and starts user possession. Include the centered temporary shot-result text, the charging aim meter near the lower-right, a large translucent circular MOVE joystick in the lower-left, and stacked dark rounded CROSS and SPRINT buttons beside a large orange circular SHOOT button in the lower-right. At the bottom, show a dark translucent rounded instruction panel explaining that the blue player is the user, red is the CPU defender, SPRINT gives a burst, CROSS snaps the ball across the body, holding and releasing SHOOT performs the jumper, and defense requires staying attached/cutting off the drive. Make the controls responsive to both desktop and touch input and prevent page scrolling while playing. Keep the presentation focused on the simple colorful court, readable HUD, smooth following camera, dribbling, shooting arc, and basic 1v1 possession loop; do not add steals, blocks, fouls, rebounds, quarters, branded teams, sound, or other features not described.

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