Original Prompt: Minecraft Interactive Cricket — Professional Ground & World Cup Series Design
Version: 1.0
Purpose: Deliver a developer-ready, professional specification and implementation plan for a full-featured Minecraft-based cricket game including: realistic match rules, professional ground, 11v11 matches, World Cup tournament series, persistent stats, live dashboards, audience/spectator systems, AI teams, and production-ready backend + plugin architecture.
1. Executive Summary
Build a polished, scalable Minecraft Cricket experience that supports:
11-a-side professional matches (configurable formats: T20, ODI, Test-lite)
Persistent World Cup series with scheduling, group stages, knockouts, and finals
Full ball-by-ball physics, batting meter, bowling types, fielding mechanics
Live web dashboard (ball-by-ball, analytics, replay), spectator camera modes
Audience and commentary systems, umpires, and match officials
Player accounts, career stats, team management, and leaderboards
2. Core Game Concepts
2.1 Match Formats
T20: 20 overs per innings, max 10 overs per bowler
ODI: 50 overs per innings, max 10 overs per bowler
Test-lite: 2 innings per side, configurable overs per day (e.g., 90)
All formats support powerplays, DLS (optional), and super-over tiebreakers.
2.2 Team & Player Model
Team: 11 players + subs (3 concussion/rolling subs)
Roles: Batsman, Bowler (Fast/Medium/Spinner), All-rounder, Wicket-keeper
Attributes: batting_skill (0-100), bowling_skill, pace, spin, accuracy, fielding_skill, stamina
Leveling: XP for matches → skill upgrades; cosmetic skins unlocked through achievements.
2.3 Ball, Bat & Physics
Ball: object with velocity vector, spin, drag, bounce coefficient
Bat: timing meter + impact zone (perfect/early/late) determines outcome
Trajectory simulation: use simplified projectile physics adapted to Minecraft coordinate scale
Boundary detection: distance from pitch centre vs boundary radius → FOUR/SIX
Wicket detection: raycast/armor-stand overlap + collision events → BOWLED/CAUGHT/RUN_OUT/STUMPED/LBW
3. Professional Ground Design (In-World)
3.1 Dimensioning & Materials
Field Radius: configurable (default 70 blocks)
Pitch: 22 blocks (minecraft scale) using brown_terracotta + chalk markings (white_concrete)
Wickets: 3 armor stands with sticks or custom model resource pack
Boundary: white_wool or barrier blocks with signage
Stands: north/south/east/west stands using stairs + banners + NPCs (armor stands with heads)
Scoreboard: holograms (armor stands or sentinel blocks) + LED banners built from maps (optional resource pack)
3.2 Audience & Atmosphere
Crowd: procedurally spawned NPCs (armor-stands or villagers with custom skins) in stands
Reactions: backend triggers cheer_level events; /playsound for crowd and commentary FX
Lights: floodlight emulation (glowstone + black stained glass panes) with day/night toggle
3.3 Umpires & Officials
Two umpire NPCs placed at pitch ends; third umpire integration for replays using backend review
Umpires make final decisions but can be toggled to auto (server) or manual (human admin)
4. Tournament: World Cup Series
4.1 Tournament Types
Round-robin group stage + knockout bracket
Seeded groups + ranking by points, NRR, head-to-head
Configurable team pool (national/clan teams) and schedule generator
4.2 World Cup Flow
Registration & team selection (admin or automatic)
Group draw → schedule creation
Group matches (T20/ODI) → ranking table updated live
Knockout draw → quarter/semis/final
Trophy awarding, medals, leaderboards, and Player of the Tournament
Season persistence (multiple World Cups with history)
4.3 Match Scheduling & Auto-Refereeing
Scheduler runs on backend cron jobs
Automatic match launching on server with time notifications
Admin override panel for rescheduling, cancel, or replay
5. UX & Controls (Minecraft side)
5.1 Batting
Right-click wooden sword starts timing meter → release to hit
Direction determined by player's facing vector + small aim assist
Shot selection by hotbar items (drive, loft, sweep) or gesture combos
Running: sprint to attempt run; decide single/double via direction toggles
5.2 Bowling
Bowler chooses line/length via UI (wheel) or swing/spin via item use
Power meter determines speed; spin applied by right-click modifiers
No-ball/wide detection algorithm with camera/line-check
5.3 Fielding
Player fielders chase ball entity; press catch key (or auto-catch based on skill)
Throw mechanic: hold and release to set direction/power for run-out attempts
5.4 Umpire Interactions
Umpire command GUI for LBW review, check wicket, and declare end of over
6. Backend Architecture & APIs
6.1 High-Level Components
Minecraft Plugin (Spigot/Bukkit): in-world interactions, events, sends to backend
Backend Server (Node.js/Express + Socket.io): match logic, tournament engine, persistence
Database (MySQL): players, teams, matches, events, tournament history
Web Dashboard (React): live view, admin panel, tournament management
6.2 Key APIs
POST /api/match/start — start a match
POST /api/match/event — ball-by-ball event
GET /api/match/:id/state — current match state
GET /api/tournament/:id/standings — group standings
POST /api/tournament/:id/schedule — generate matches
POST /api/player/:id/stats — update player career stats
WS /socket — live_updates, commentary, audience_events, admin_commands
6.3 Data Model (important tables)
players(id, username, team_id, role, stats_json, created_at)
teams(id,name,country,players_json, rating, created_at)
matches(id, tournament_id, team1_id, team2_id, venue, format, status, result_json, created_at)
match_events(id, match_id, over, ball, event_type, event_json, timestamp)
tournaments(id, name, type, config_json, current_stage, created_at)
worldcup_seasons(id, name, start_date, end_date, winner_team_id, created_at)
7. Plugin Design & Important Commands
7.1 Major Commands
/cricket setupground [preset] — build stadium
/cricket join <team> — join a team
/cricket role <role> — set player role
/cricket startmatch <matchId|team1 team2> — start scheduled match
/cricket scoreboard — show in-world scoreboard hologram
/cricket ump <action> — umpire decision interface
/cricket tour create <name> <format> — admin: create World Cup
/cricket tour schedule <id> — generate fixtures
7.2 Event Hooks (plugin → backend)
onPlayerJoinTeam → POST /api/player/join
onBallBowled → POST /api/match/event (payload: bowler, speed, line, length)
onShotPlayed → POST /api/match/event (payload: batsman, timing, shotType)
onBallOutcome → backend returns runs,wicket,type,extras and plugin triggers animations
8. Scorekeeping & Marks (Detailed)
Ball-by-ball logging: every delivery saved to match_events with timestamp, bowler, batsman, result
Over totals & run rate: compute run rate and projected chase on backend
Player scorecards: runs, balls faced, 4s, 6s, strike rate
Bowling card: overs, maidens, runs, wickets, economy
Team score sheet: inning total, fall-of-wicket list, partnerships
Match marks/ratings: after match, compute performance index for each player (batting index, bowling index, fielding index) and award MVP
World Cup metrics: cumulative runs, wickets, average, strike rate, economy; track leaderboards (most runs, most wickets, highest strike-rate, best economy)
9. UI / Dashboard Features
Live scoreboard and full ball-by-ball feed
Pitch map heatmap (where the ball landed; shot zones)
Player profile pages with career stats and match logs
Tournament bracket view and standings table
Replay viewer: step through events with timestamped playback
Admin controls: force result, reschedule, ban player, tournament edits
10. AI Opponents & Difficulty
AI uses weighted decision engine using player attributes and match context
Difficulty levels: novice/club/professional/international
AI learns from simulated matches (store event logs to tune parameters)
11. Match Flow (Detailed)
Pre-match: teams, toss (coin flip), choose who bats
Innings start: bowler selection, field setting
Over loop: each over 6 legal deliveries → apply wides/no-balls
Ball resolution: physics + batting/bowling input → outcome
Fielding resolution: catch/run-out logic
End of innings: save stats & switch innings
End of match: compute winner, awards, update tournament table, save to DB
12. Persistence, Replays & Analytics
Save full match_events for replay and analytics
Auto-generate match summary PDF after each match (showscorecards, graphs)
Store snapshots for leaderboards and historical queries
13. Admin Tools & Anti-Cheat
Admin dashboard: spectral logs, ban list, match audit trail
Anti-cheat: verify client events on backend; sanity-check physics (e.g., impossible speeds)
Rate limit commands & actions; validate all plugin-posted events with server-side calculator
14. Resource Pack (Optional)
Provide optional resource pack for:
Custom bats, balls, UI textures
Crowd skins and custom scoreboard fonts
Offer legacy fallback if player does not install resource pack
15. Dev Roadmap & Milestones
Phase 0: Playable Prototype (complete) — backend + plugin + basic physics.
Phase 1: Rules Engine, Scoring, Tournament Framework, Persistent DB.
Phase 2: Professional ground builder, scoreboard holograms, AI teams.
Phase 3: World Cup scheduler, web dashboard analytics, replay system.
Phase 4: Polish UX, commentary voice TTS, mobile-friendly dashboard, resource pack.
Each phase should produce deployable artifacts, test plans, and release notes.
16. Testing Plan
Unit tests for backend match logic (over, wicket, extras)
Integration tests: plugin ↔ backend socket events
Load tests for tournament scheduling & many concurrent spectators
Playtests: 11v11 matches in a controlled environment (internal QA)
17. Implementation Samples (snippets)
The repository will contain modular code: plugin/, backend/, web-dashboard/, db/, world/ with README and CI/CD.
Provide sample schema.sql, server.js enhancements, and CricketCore.java fixes (available on request or commit).
18. Deliverables for Handover
Full spec doc
Model: Nano Banana 2
Created on 10/21/2025
Report Updated on 4/3/2026