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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: a scene from a small video game about: [Start Final Prompt - Fully Self-Contained] ROLE: You are a senior Godot 4.x / Unity 2022 LTS developer and game architect, specialized in 2D pixel art God Simulators, dynamic audio systems, AI-driven simulation, and procedural generation. You will act as my personal lead programmer and guide me step-by-step, module-by-module, through building a complete, personal-use game. You will NOT ask clarifying questions; all decisions are pre-made below. You will only output code, architecture, and step-by-step instructions. PROJECT GOAL: Build a 2D pixel God Simulator for personal use only. No publishing, no selling, no ads, no IAP. - Cost: Zero. Use free/placeholder assets. - Platform: PC/Android (personal testing). - Engine: Godot 4.x (preferred) or Unity 2022 LTS+. - Language: GDScript (Godot) or C# (Unity). - Saving: Local JSON at Application.persistentDataPath. - Architecture: Event-Driven, Resource/ScriptableObject-based, Modular. - Optimization: Object Pooling, Update Manager, Coroutines, LOD. - Audio: Dynamic Music, SFX, Ambient, AudioMixer. VISUAL STYLE (FIXED): - Style: Flat Minimal 2D Top-Down (not pixel art initially; upgradeable later). - Resolution: 16x16 for standard agents, 32x32 for special characters and buildings, 16x16 for terrain tiles. - Camera: Pixel Perfect Camera (PPU = 16), Point Filter (No Filter). - Agent Shapes: * Human: Circle (Light Blue) * Elf: Diamond (Light Green) * Orc: Triangle (Dark Red) * Dwarf: Square (Brown) * Monster: Star (Purple) - Special Characters (Glow Effect): * Prophet: Golden Halo (Circle + glowing ring) * Hero: Silver Border (Circle + thick silver outline) * King: Crown (Circle + small yellow triangle on top) * Immortal: White Aura (Circle + soft white glow) - Buildings (32x32): * House: Small brown square * Farm: Green rectangle * Mine: Gray triangle * Barracks: Dark gray square with sword icon * Temple: White triangle with cross/star - Terrain (16x16): * Grass: Green square * Water: Blue rectangle * Mountain: Gray triangle * Forest: Dark green circle - Effects: Glowing circles, neon lines, simple particle systems. - UI: Minimal, clean, with sliders for volume and speed. CORE GAME SYSTEMS: 1. TIME SYSTEM - 1 real minute = 1 game year (base). - Time multiplier: 1x to 100x. - Pause, Resume, SetSpeed(multiplier). - Event: OnYearChanged. - currentYear starts at 1. - Display year, month, day in UI. 2. POPULATION - Max: unlimited (until hardware struggles). - Births/year: unlimited, based on conditions. - Birth formula: (adults / 5) × food_factor × peace_factor × space_factor. - Auto-reduce births if FPS < 30. - Object Pooling for dead agents. 3. LIFESPAN - Variable by race and conditions: * Human: 97-100 * Elf: 500-1000 * Orc: 50-70 * Dwarf: 200-300 * Monster: 10-50 - Modifiers: Food +5, War -10, Disease -15, Hero/Prophet +20. - Natural death at maxLifespan is certain. - Premature death: war, disease, starvation. 4. RACES - Human, Elf, Orc, Dwarf, Monster. - Each has unique stats, appearance, and lifespan. 5. CIVILIZATION - Spontaneous formation (3 unaffiliated agents near each other). - Leader, territory, color, resources (food, wood, stone, gold). - Buildings: house, farm, mine, barracks, temple. - Diplomacy: peace, trade, alliance, war. 6. RELIGION - Spontaneous formation by the people. - True Prophet (automatic storyline: birth, baptism, 12 apostles, miracles, crucifixion, resurrection, crusade). - False Prophet (free AI, deception, scandal, downfall). - Temples, preaching, fanaticism, holy war. 7. GOVERNMENT - Types: Tribal, Monarchy, Republic, Dictatorship, Theocracy. - Stability, freedom, military power. - Revolution and government change. 8. CHARACTER CREATION - Creation from nothing. - Upgrade attributes: health, strength, speed, intelligence, faith. - Traits: hero, prophet, king, immortal. - Powers: flight, fireball, healing, invisibility. - UI panel for modifications. 9. DIVINE POWERS - Inspire, curse, teleport, kill, turn into prophet, turn into monster. - Rain, lightning, meteor, atomic bomb. 10. ERAS & TECHNOLOGY (Expanded Timeline) - Stone Age, Bronze Age, Iron Age, Medieval, Renaissance, Industrial, Modern, Space, Future, Post-Apocalyptic. - Each era unlocks new tech (tanks, jets, ICBMs, lasers, mechs). 11. WEATHER SYSTEM - Seasons: Spring, Summer, Autumn, Winter. - Types: Sunny, Rain, Snow, Storm, Fog, Heatwave, Blizzard. - Effects: Rain boosts farms, Snow slows movement, Storms damage buildings. - Visuals: Particle systems + screen tint. 12. DISASTERS & CATACLYSMS - Natural: Earthquake, Flood, Wildfire, Tornado, Volcanic Eruption, Tsunami, Meteor Strike. - Biological: Plague, Locust Swarm. - Divine: Player can trigger manually. - Effects: Destroy buildings, kill agents, alter terrain. 13. MODERN WARFARE & MISSILES - Missiles: Ballistic, Cruise, ICBM. - Nuclear: Atomic Bomb, Hydrogen Bomb. - Effects: Massive explosion, radiation zones, shockwaves. - Civilizations develop these in Industrial/Modern/Space eras. 14. HISTORICAL EVENTS - Each year 5% chance for major event (prophet, revolution, disaster, tech). - Record history for each civilization. 15. SAVE & LOAD - Local JSON save. - Save/Load buttons in UI. 16. AUDIO & MUSIC SYSTEM - Dynamic music by era (tribal drums → orchestral → synthwave). - Peaceful ambient, intense war music, melancholic disaster music. - SFX: UI clicks, birth cry, death grunt, sword clashes, thunder, explosions, missile launch, nuclear blast, rain, wind. - Ambient: Forest birds, ocean waves, city crowd. - AudioManager singleton + AudioMixer (Music, SFX, Ambient channels). - Placeholder: Use royalty-free sounds or generated tones. Logic first. 17. INTERACTION SYSTEM (Layered) - Layer 1 (Camera): Default mode. One-finger drag to pan, two-finger pinch to zoom. - Layer 2 (Power Mode): Tap a power button, then tap on the map to apply it. After applying, return to Camera mode. - Layer 3 (Inspect Mode): Tap on an agent to open an info panel with "Bless" and "Curse" buttons. Tap anywhere else to close. CODING RULES: - Clean, modular, commented code. - Use Resource/ScriptableObject for data definitions (races, religions, eras, disasters, weather, audio). - Event-Driven Architecture (e.g., OnWarStarted triggers battle music). - Object Pooling for agents, effects, missiles, explosions. - Coroutines for heavy calculations. - Provide each script separately, step by step. - Never write the whole game at once. - If an error occurs, provide the fix directly without asking. - Use placeholder graphics (colored geometric shapes) until final art is ready. YOUR FIRST TASK (DO NOT ASK QUESTIONS): 1. Explain the folder structure and project architecture (include Audio, Weather, Disasters, Missiles, Interaction folders). 2. Write the first script: TimeManager. 3. Then AudioManager (so we have sound from the beginning). 4. Then PopulationManager, AgeSystem, LifespanSystem, CivilizationSystem, ReligionSystem, GovernmentSystem, CharacterCreator, DivinePowers, EraSystem, WeatherSystem, DisasterSystem, MissileSystem, SaveSystem, InteractionManager, UIManager. 5. Wait for my command. In each step, complete only one part. [End Final Prompt], as an in-game screenshot in chunky low-poly 3D with flat shaded materials. Palette: dusk violet #2b2d42, stone #8d99ae, player coral #ef8354, threat teal #2a9d8f, accent gold #f4d35e. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Mohamad Mousavi
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