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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Create a polished, feature-rich 3D roller-coaster building and theme-park simulation game called Coaster Empire 3D. The game should focus heavily on giving the player complete creative control over designing, editing, extending, testing, opening, closing, duplicating, and deleting roller coasters. CORE GAMEPLAY The main gameplay loop is: BUILD → EXTEND → TEST → FIX → OPEN → WATCH GUESTS RIDE → EARN MONEY → EXPAND → BUILD MORE Start the player with an empty theme-park area, a construction budget, and a basic coaster station. Include: Career mode Sandbox mode Unlimited-money sandbox Coaster test mode Park management Guest simulation Money and operating costs Unlockable rides and scenery Save/load system Day/night cycle Weather Park rating Guest happiness COMPLETE TRACK-BUILDING SYSTEM Create a professional 3D coaster editor where every track section can be individually selected, moved, rotated, duplicated, extended, edited, or deleted. Include as many track types as possible: Straight track Short straight Medium straight Long straight Small hill Medium hill Large hill Camelback Steep drop Vertical drop Beyond-vertical drop Banked turn Sharp turn Wide turn Hairpin S-bend Helix Vertical helix Loop Vertical loop Inverted loop Dive loop Immelmann Corkscrew Double corkscrew Barrel roll Zero-G roll Heartline roll Dive Overbanked turn Wave turn Launch track Booster Magnetic launch Hydraulic launch Chain lift Cable lift Tire lift Brake run Block brake Mid-course brake Station Transfer track Switch track Split track Merge track Reverse section Spaghetti-style track Custom spline track FULL ROTATION SYSTEM Every track piece must have full 3D rotation controls. Allow the player to: Rotate left/right Rotate up/down Roll the track Change banking angle Tilt the track Change pitch Change yaw Change roll Rotate in precise degree increments Freely rotate with the mouse Enter exact rotation values Display a 3D transform gizmo around the selected track. Use: Red axis = X Green axis = Y Blue axis = Z Add rotation rings and movement arrows. Allow keyboard shortcuts for quick rotation. TRACK EXTENDING Every track should have an EXTEND control at its end. When the player selects EXTEND, allow them to continue building directly from that point. Extension options: Straight Curve Left turn Right turn Upward Downward Banked Helix Loop Corkscrew Custom spline Launch Brake Lift Create a live ghost preview while the player is extending the track. The preview should show exactly where the new track will be placed before the player confirms it. FREE 3D TRACK EXTENSION Allow the player to grab the end of a track and drag it through 3D space. As the player moves the track: Automatically create smooth curves Adjust banking Adjust elevation Show track length Show height Show slope Show curvature Show estimated speed Show G-force preview Generate supports automatically The player should be able to build extremely complicated coaster layouts. SMART TRACK CONNECTIONS Create intelligent track snapping. Include: Snap to track Snap to station Snap to height Snap to angle Snap to endpoint Snap to grid Smooth transition Automatic banking Automatic elevation transition Automatic support placement When two compatible track ends are close together, show a green connection preview. If they cannot connect, show a red warning and explain why. SPLINE EDITOR Add an advanced spline editing system. Players can select control points and drag them around in 3D. Control: Height Direction Curve radius Banking Slope Drop angle Track length Roll Pitch Yaw Make changes update the coaster in real time. EXTEND ENTIRE SECTIONS Allow players to select multiple connected track pieces. Provide: EXTEND FORWARD EXTEND BACKWARD DUPLICATE SECTION REPEAT SECTION MIRROR SECTION REVERSE SECTION COPY SECTION PASTE SECTION When duplicating a section, automatically connect the copied section to the existing track. INSERT TRACK Allow players to select an existing section and choose: INSERT TRACK The game should create space and smoothly connect the new section to the surrounding track. Automatically adjust transitions where possible. COASTER TRANSFORM TOOLS Allow players to select an entire coaster and: Move it Rotate it Scale scenery around it Duplicate it Rename it Recolor it Change coaster style Save it as a blueprint Load a blueprint Move it to another park area Do not distort actual coaster physics when moving or rotating the complete coaster. TRACK DELETION Allow players to delete individual track pieces. Include: DELETE TRACK DELETE SECTION DELETE ENTIRE COASTER When deleting a track piece, automatically repair or mark the surrounding track appropriately. Always provide: UNDO and REDO so players can recover accidental deletions. DELETE ENTIRE COASTER Create a coaster management menu with: Edit Test Open Close Rename Duplicate Save Blueprint Load Blueprint Delete Coaster Implode Coaster When the player selects Delete Coaster, show: DELETE COASTER? “This will permanently remove the entire coaster and its associated track data.” Buttons: CANCEL DELETE COASTER COASTER IMPLOSION Add a dramatic optional visual IMPLODE COASTER feature. This is a fictional game effect only. When selected: Close the coaster. Remove guests from the ride. Turn on warning lights. Play an alarm. Pull the camera back. Shake the coaster slightly. Trigger a cinematic collapse/implosion effect. Show dust and debris effects. Remove the coaster. Turn the area into an empty construction zone. Add a settings option to enable or disable destruction effects. Make the implosion visually exciting but clearly fictional. COASTER PHYSICS Create convincing coaster physics. Calculate: Speed Acceleration Height Drop distance G-force Lateral G-force Vertical G-force Banking Momentum Braking Launch acceleration Show these values while testing a coaster. Warn the player about: Excessive G-force Insufficient speed Impossible track transitions Track collisions Missing connections Unsafe braking Insufficient lift height Track intersections TEST RIDE MODE Add a dedicated test mode. Allow the player to: Ride from first-person POV Follow the coaster with a camera Watch from the ground Use cinematic camera angles Pause Restart Speed up Slow down View statistics Display a live HUD showing: SPEED HEIGHT G-FORCE DISTANCE TIME BANK ANGLE AUTOMATIC SUPPORTS Automatically generate realistic coaster supports beneath the track. Support placement should update whenever the player changes: Track height Track position Banking Curvature Length Allow players to customize support styles and colors. THEME PARK Build a complete theme park around the coaster. Include: Paths Trees Grass Buildings Food stands Drink stands Bathrooms Benches Lights Signs Fountains Decorations Shops Entrances Queue lines Trash cans Staff areas Allow scenery to be freely rotated, moved, duplicated, and deleted. GUEST SIMULATION Create simulated guests who: Enter the park Walk around Form queues Ride coasters React to rides Buy food Buy drinks Spend money Become tired Leave the park Rate attractions Guests should react differently to exciting, boring, frightening, or uncomfortable rides. PARK ECONOMY Add: Ticket prices Ride prices Food sales Merchandise Construction costs Operating costs Staff costs Maintenance costs Guest income Let the player earn money and reinvest it into the park. UI Create a clean professional construction interface. Main tools: BUILD TRACK EXTEND ROTATE MOVE SPLINE DUPLICATE DELETE TEST OPEN CLOSE BLUEPRINTS COASTER SETTINGS PARK Add helpful tooltips for every button. Make the interface usable with both mouse and keyboard. UNDO / REDO Every major e, 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
grayson lomprey
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