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Made with Nano Banana 2 Lite · CC0 · 8 Oct 2026
Generated from: a scene from a small video game about: Create a complete, polished, high-quality 3D first-person military shooter game called Archangel Protocol. Core Identity & Ownership Title: Archangel Protocol Creator/Owner: Michael (I own all delivered files and the game completely) Style: Modern tactical military aesthetic — dark gear, realistic weapon proportions, dramatic lighting, cinematic atmosphere. It should feel premium, responsive, and satisfying to play on mid-range Android phones (Redmi 14C class and similar). The game must feel closer to a real mobile FPS than a simple browser demo. Maximize polish, feedback, and production value within browser WebGL limits. Admin / Owner Privileges (Michael only) Add a secret Admin Menu that only the owner can access. Activation method: Enter the code ARCHANGEL-OWNER on the main menu (or a hidden button combination that is not obvious to normal players). Once activated, the Admin Menu must give full control with the following powers: – Unlimited coins – Unlock all weapons, armor, and camos instantly – Unlock all maps – God Mode (invincibility toggle) – Infinite ammo toggle – Spawn any enemy type at will – Skip current wave or instantly complete mission – Change difficulty on the fly – Reset all local progress / high scores – Freecam or noclip mode (if possible) – Toggle to hide or show the Admin status so it is not visible to normal players This Admin system must be permanent and only accessible with the correct code. Regular players must never be able to access these powers. Technical Requirements Full 3D first-person view using WebGL (Three.js or equivalent) Must run smoothly in mobile browsers After the first load, the game should work as offline as possible (use browser caching / service worker if the platform allows) Single self-contained experience Default graphics quality: HIGH (with optional Medium/Low settings in the pause menu for weaker devices) Render at the device’s full canvas resolution Prioritize visual clarity, strong lighting, and solid frame rate over extreme poly counts Camera & Controls (must be excellent) True first-person camera with visible weapon and hands in view Left side: virtual joystick for movement (smooth, precise, no dead zones) Right side: drag to look / aim (high sensitivity, low input lag, smooth camera) On-screen buttons: Fire, Reload, Throw Grenade, Jump Jump must work properly — short, useful hop that can clear small obstacles and steps Weapon sway and recoil should feel distinct per weapon Aiming should feel tight and responsive on touch screens All controls must be large enough and well-placed for thumbs on phones Maps (include all of these as selectable arenas) Each map must be a distinct low-poly but detailed 3D arena with unique mood, lighting, cover, and layout. Not one open world — separate performance-friendly maps. Desert Base – open sandy areas, concrete buildings, watchtowers, sandbags, heat haze feeling Ruined City – destroyed buildings, rubble piles, tight alleyways, verticality from broken floors Ordered City – cleaner urban streets, parked vehicles, modern buildings, more structured cover Jungle Outpost – dense green vegetation, wooden structures, limited sightlines, humid atmosphere Night Ops – dark military facility, strong artificial lights, shadows, flashlight-style contrast Factory – industrial interiors, machinery, conveyor areas, tight corridors and open halls Highway / Road – long road sections, abandoned vehicles, barriers, open sightlines mixed with cover Hotel – multi-level interior with rooms, corridors, lobby, balconies Military Base – classic base layout with hangars, barracks, fences, open yards Company Compound – corporate-style buildings mixed with security elements, courtyards Harbor Docks – shipping containers, cranes, docks, water edges, industrial lighting Underground Bunker – tight corridors, rooms, limited lighting, claustrophobic feel Train Yard – trains, shipping containers, open tracks, industrial cover On maps that naturally support vehicles (Highway/Road, Harbor Docks, Desert Base, Company Compound, Military Base), include simple driveable vehicles. Player can walk up, press Enter/Use, drive with steer + accelerate/brake, and Exit. Basic collision only. Gameplay Systems (complete version) Multiple weapons with clear differences in damage, fire rate, recoil, and sound: Assault Rifle, SMG, Shotgun, Sniper Rifle, Pistol, and at least one special weapon Enemy types with different behavior and threat level: Rifleman, Shotgunner, Heavy, Elite Full health and armor system Ammo management, magazine reloads, and reserve ammo Two main modes: – Wave Survival (endless escalating waves) – Short Missions (Clear the Area, Hold the Point, Extract) Coins earned from kills, headshots, wave completion, and mission success In-game shop accessible between waves / after missions: buy weapons, armor upgrades, ammo packs, and simple weapon camos/skins Loadout screen before deploying — choose primary, secondary, and equipment Short mission briefing text shown before each map Streak / combo multiplier for clean play (no damage taken) Strong “Last Stand” visual and audio feedback when health is critically low Tutorial that appears on first launch explaining controls and basic systems Pause menu, mute toggle, game over screen with retry and return to menu Local high score saving and unlock progress (save whatever is possible in the browser) Credits screen clearly stating: “Created for Michael – Owned by Michael” Audio (high priority — make it strong) High-quality, punchy sound effects for every weapon type (distinct gunfire) Clear reload sounds, footsteps (different surfaces if possible), jump, landing, explosions, bullet impacts, enemy hits, vehicle engine Satisfying UI click sounds Short but intense combat music loop Separate calmer menu / loadout music Fully working mute toggle Audio should feel powerful and premium even on mobile speakers Visuals & Polish Clean, detailed low-poly style with the highest practical texture quality that still runs well on mid-range Android Strong lighting, shadows, and atmosphere per map Good particle effects for muzzle flash, impacts, explosions, and blood/hit feedback Clear, readable UI that doesn’t clutter the screen Visible, solid weapon models in first-person view Smooth transitions between menu → loadout → briefing → gameplay Overall feeling of a finished product, not a prototype Future Monetization Hooks (placeholders only) Guest play works fully Login / Register screens (local or “Coming Soon”) Shop UI already prepared with slots for: Remove Ads, Coin Packs, Premium Pass “Watch Ad to Revive” button (inactive / placeholder for later) Structure the code and UI so these can be activated later without redesigning the core game. Final Directives Build the complete playable game with all systems listed above, including the secret Admin Menu for the owner. Maximize visual quality, audio quality, control feel, and overall polish. Do not reduce this into a minimal demo. Make the shooting, movement, enemy encounters, and progression loop as satisfying and addictive as possible within the platform’s capabilities. Prioritize a premium mobile FPS experience that feels significantly better than average browser games.. The player explores and finds a hidden secret. Drawn as finished full-colour game concept art in a clean, neutral style: clear shapes, readable silhouettes, soft even lighting, a balanced palette. Never a sketch, pencil drawing or line art. 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
Jackson Michael
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