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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Third-person building battle royale with a top nav bar (Play, Discover, Item Shop, Locker, Battle Pass, Settings) and mode discovery/matchmaking lobby. 1. Third-person player controller: over-the-shoulder camera that rotates with mouse/right thumbstick, character rotates with camera. Walk 5 m/s; Shift tactical sprint 8 m/s draining a stamina bar that takes 3s to start recovering; crouch while sprinting = 1.5s ground slide (reduced friction, lower height); jump near chest-high wall = automatic mantling animation to pull over. Right-click ADS: camera closer, speed -30%. Left-click raycast from gun barrel: standing still 0.5s while aiming contracts crosshair spread to zero (first-shot accuracy); continuous fire expands spread and kicks camera up (recoil). Headshots 2.0x damage with gold damage numbers and sharp hit sound; body shots base damage with white numbers (blue if hitting shield). Reaching 0 HP in team modes = crawling downed state at 1 m/s with 100 Downed Health; 0 Downed Health eliminates and drops held items. 2. Grid building system: toggleable. Preview piece projected 4m in front snapped to a 4x4x3 m grid. Four piece types (Wall, Floor, Ramp, Pyramid) in Wood, Stone, Metal. Placing consumes 10 material units, piece starts at 30% health scaling to 100% over 2.5s. Continuous structural integrity check using BFS: if terrain-anchored support pieces are destroyed, instantly collapse floating structures connected above them. 3. Central game manager switching rulesets per mode: - Standard Battle Royale: 100-player spawns, floor loot/chest drops, grid building enabled. - Zero Build Battle Royale: building disabled; extra 50 HP Overshield that recharges after 6s of no damage; sliding, sprinting, mantling enabled. - Tactical 5v5 (Ballistic): building disabled; static 3-lane map; 30s Buy Phase with players locked behind blue energy barriers; Attackers plant a Bomb at Site A/B with 4s interaction; 45s detonation timer; Defenders defuse with 7s interaction (checkpoint at 3.5s); round ends on total elimination, detonation or defuse; sides swap after 3 rounds. 4. Main menu UI: persistent top Navigation Bar across the menu (Play, Discover, Item Shop, Locker, Battle Pass, Settings). Discover page: scrollable grid of mode cards from mode data files (thumbnail, title, active player count); clicking a card updates the lobby background and selects that mode for matchmaking. Party members shown in a shared 3D lobby with ready-up indicators. 5. Item Shop & economy: two currency pools — server-validated Hard Currency (real money) and soft Earned Currency (match XP). Shop has Featured and Daily sections. Selecting a cosmetic loads a 3D stage preview where the player drags to rotate the 3D skin. Purchase sends a secure request to the server to verify balance, deduct currency, update inventory, return confirmation, then unlock the item., 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
Jimmy Bailey
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