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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: a scene from a small video game about: Create a complete 3D mobile taxi driving game called “Taxi Lebanon”, designed primarily for Android and iOS. The game should be a fun, realistic but accessible taxi-driving simulation set in Lebanon. The player is a Lebanese taxi driver who starts with an old basic taxi and earns money by picking up passengers and taking them to their destinations. CORE GAMEPLAY The main gameplay loop is: 1. Player receives a passenger request. 2. The passenger location appears on the map. 3. Player drives the taxi to the passenger. 4. Passenger enters the taxi. 5. A destination appears. 6. Player drives the passenger to the destination. 7. Player receives a fare and rating. 8. Player can use the money to buy fuel, repair the car, and upgrade the taxi. 9. More difficult and profitable missions become available. The game should feel specifically Lebanese rather than like a generic taxi game. WORLD Create a 3D Lebanese urban environment inspired by Beirut and surrounding areas. For the first playable version, create one compact but detailed city area inspired by Beirut. Include: - Lebanese-style buildings - Small shops - Restaurants - Pharmacies - Gas stations - Lebanese street signs - Traffic lights - Sidewalks - Parking areas - Residential streets - Main roads - Narrow streets - Hills/slopes where appropriate - Lebanese visual atmosphere - Lebanese license plates - Taxi vehicles appropriate for Lebanon Do NOT use copyrighted real-world brands, logos, or copyrighted game assets. The environment should be optimized for mobile performance. TAXI Start the player with an old, inexpensive taxi. The taxi should have: - Steering - Acceleration - Braking - Reverse - Horn - Headlights - Speedometer - Fuel system - Damage system Create simple but convincing driving physics suitable for a mobile game. Allow the player to upgrade: - Engine - Brakes - Tires - Suspension - Fuel capacity - Taxi appearance - Driving performance Eventually allow the player to unlock better taxis. MOBILE CONTROLS Design the game specifically for touchscreen phones. Include: - Left/right steering controls OR a virtual steering wheel - Gas pedal - Brake pedal - Reverse - Handbrake - Horn - Camera button - Enter/exit vehicle button Controls must be large enough to use comfortably on a phone. Add multiple camera views: - Third-person behind the taxi - Closer third-person - First-person/driver view if practical PASSENGERS Create different types of passengers with simple personalities and visual variety. Examples: - Worker - Student - Tourist - Businessperson - Family - Elderly passenger Passengers should spawn at different locations. Passenger requests should include: - Pickup location - Destination - Estimated fare - Distance - Time/urgency where appropriate Passengers should enter and exit the taxi with simple animations. MONEY SYSTEM Create a complete in-game economy. The player earns Lebanese-style taxi fares using an internal fictional currency called LBP Coins. Do not use real-world financial transactions. Display: - Current money - Fare earned - Fuel cost - Repair cost - Upgrade cost Create different fares depending on: - Distance - Traffic - Passenger type - Mission difficulty - Optional bonuses FUEL Add gas stations around the city. The taxi consumes fuel while driving. When fuel becomes low: - Show warning - Player must visit a gas station - Allow refueling Fuel prices should be fictional and balanced for gameplay. TRAFFIC Add AI traffic vehicles. Traffic should: - Drive on roads - Stop at traffic lights - Avoid basic collisions - Spawn/despawn intelligently to maintain mobile performance Add pedestrians where practical, but prioritize performance. MISSIONS Create missions such as: - Short city trip - Long-distance passenger - Airport passenger - Rush passenger - Tourist passenger - Multiple passenger jobs - Night taxi missions - Difficult pickup locations - Time-limited missions Give each mission: - Objective - Distance - Estimated fare - Reward - Rating RATING SYSTEM After every completed trip, passenger gives the driver a rating from 1 to 5 stars. Rating should depend on: - Safe driving - Time - Collisions - Following traffic rules - Smooth driving High ratings should unlock better passengers and missions. PROGRESSION Create a progression system. Player starts as: Beginner Taxi Driver Then progress through ranks such as: - Beginner - Local Driver - Professional Driver - Expert Driver - Taxi Master Unlock: - New areas - Better taxis - Better missions - Higher fares - Cosmetic upgrades DAY/NIGHT Add a day/night cycle. Include: - Day - Sunset - Night At night: - Street lights turn on - Taxi headlights are required/visible - Traffic and passenger missions can change WEATHER If performance allows, add: - Sunny - Cloudy - Rain Rain should slightly change driving conditions. Make weather optional if necessary for mobile performance. USER INTERFACE Create a clean modern mobile UI. Main menu: - Play - Garage - Missions - Map - Upgrades - Settings During gameplay display: - Mini-map - Current destination - Money - Fuel - Speed - Passenger information - Mission progress - Rating Create a Lebanese-inspired visual identity without using political symbols. Use Arabic and English support. The default language should be English, with an option to switch to Arabic. MAP Create a mini-map and navigation system. The player should see: - Current location - Passenger pickup - Passenger destination - Gas stations - Important locations Add GPS-style navigation arrows to guide the player. SAVE SYSTEM Implement automatic local saving. Save: - Money - Vehicle upgrades - Unlocked vehicles - Player level - Completed missions - Ratings - Progress The player should continue from where they left off after closing and reopening the game. PERFORMANCE This game must be optimized specifically for mobile devices. Prioritize: - Stable FPS - Low memory usage - Optimized 3D assets - Level-of-detail systems - Efficient traffic spawning - Simple physics where possible Create graphics that look good but can run on mid-range Android phones. AUDIO Add: - Engine sound - Horn - Brakes - Traffic sounds - City ambience - Passenger sounds - UI sounds - Background music Use only original or properly licensed/generated assets. BUSINESS MODEL For the initial version, do NOT add real-money purchases. Build the game architecture so advertisements and optional in-app purchases could be added later. IMPORTANT DEVELOPMENT REQUIREMENT Build this as a real playable mobile game, not a static demo or webpage. Use a proper game engine/project structure. The project must ultimately be exportable for: - Android APK - Android AAB for Google Play - iOS/Xcode project for App Store submission Make the project editable so future gameplay features can be added. FIRST VERSION PRIORITY Do not attempt to build the entire huge game at once. First create a polished playable vertical slice containing: - One Lebanese-inspired city area - One taxi - One passenger - Pickup system - Destination system - Driving physics - Traffic - Money/fare system - Fuel - Basic mini-map - Basic UI - One garage - One upgrade - Save/load - Day/night - Mobile touch controls Make this first version fully playable from starting the game until completing several taxi trips. After the first playable version works correctly, we will expand the map, vehicles, missions, passengers, upgrades, and other features through subsequent AI instructions. The game should feel like a fun Lebanese taxi simulator made specifically for mobile players, with a strong local identity and room to expand into a much larger game., 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
Kassem Kanbar
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