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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: # MASTER GAME DEVELOPMENT PROMPT — SCRAPBOUND: SALVAGE CREW ## 1. YOUR ROLE AND OBJECTIVE Act as a senior game designer, gameplay programmer, technical architect, 3D level designer, UI/UX designer, and multiplayer engineer. Your task is to build a complete, playable 3D game prototype called **SCRAPBOUND: SALVAGE CREW**. Do not produce only a game design document, concept art, pseudocode, or a list of suggestions. Implement the actual game project, create the necessary scripts, scenes, prefabs, UI, game systems, and configuration, and make the project runnable. If a project already exists, inspect it before modifying anything. Preserve working systems and follow the existing architecture where appropriate. If starting from an empty project, use: - Engine: Unity 6 LTS. - Language: C#. - Rendering: Universal Render Pipeline (URP). - Perspective: First-person 3D. - Input: Unity Input System. - UI: Unity UI with TextMeshPro. - Multiplayer: Netcode for GameObjects with Unity Transport. - Data-driven content: ScriptableObjects. - Save system: Local persistent save files. - Target platform: Windows PC. - Player count: 1–4 players. - Game modes: Single-player and online co-op. Design the networking architecture to support Unity Relay or another supported internet transport. If external service credentials are unavailable, provide a working local host/client test mode and clearly document the remaining setup required for internet connectivity. Never pretend that multiplayer works if it has not been tested. Use free, locally available, or procedurally generated assets. Do not require paid assets to make the prototype playable. Build incrementally. Prioritize a functioning vertical slice before adding advanced content. Compile and test each milestone before proceeding. --- # 2. GAME CONCEPT SCRAPBOUND: SALVAGE CREW is a first-person salvage and exploration simulator set inside an enormous, visually striking municipal landfill. Players enter a vast landscape of discarded objects, towering garbage hills, broken appliances, crushed vehicles, plastic containers, tangled cables, construction debris, old electronics, and abandoned consumer goods. The objective is to discover objects with resale or recycling value, recover them, transport them to a sorting yard, identify their materials, decide whether to sell, repair, dismantle, or store them, and use the profits to acquire better equipment and access more dangerous and valuable areas. The landfill must feel like a physical place rather than a collection of floating loot objects. The player should experience the satisfaction of finding an ordinary-looking object, realizing its value, extracting it from a difficult location, carrying it home, processing it, and earning money from it. The game combines: - First-person exploration. - Physical scavenging. - Searchable garbage piles. - Tool-based interactions. - Weight and volume management. - Material identification. - Scrap trading. - Repair and dismantling. - Equipment progression. - Environmental hazards. - Dynamic garbage deliveries. - Cooperative expeditions. - A persistent salvage yard. - Rare collectibles and unexpected discoveries. There is no mandatory combat system. The main challenges are exploration, logistics, environmental danger, limited carrying capacity, time management, and economic decision-making. The atmosphere should be grounded, immersive, slightly bleak, occasionally humorous, and rewarding. --- # 3. CORE DESIGN PILLARS ## Pillar A: Every Pile Can Hide Something Interesting The landfill contains ordinary rubbish, recyclable materials, reusable objects, valuable components, and rare discoveries. Most searches should produce modest results. Valuable discoveries should feel earned rather than constant. A garbage pile must have a meaningful source, material composition, search difficulty, and potential rewards. ## Pillar B: Knowledge Creates Value An inexperienced player may see a broken electronic device. An experienced player recognizes a potentially repairable appliance, a valuable circuit board, a copper motor winding, or a reusable component. Player knowledge, tools, and equipment should gradually improve the efficiency of salvage operations. ## Pillar C: Loot Has Physical Consequences Items occupy space and have weight. A large appliance may be valuable but difficult to transport. A handful of copper wiring may be worth more per kilogram and fit into a small container. Players must make decisions about what to keep, what to leave behind, and when to return to the yard. ## Pillar D: The Landfill Is a Changing Environment Garbage deliveries introduce new piles and change the distribution of available materials. Weather changes movement and material quality. Newly delivered waste, older buried waste, and specialized disposal areas offer different opportunities. ## Pillar E: Cooperation Emerges Naturally One player scouts. Another searches. Another transports heavy objects. Another identifies and dismantles electronics. These are optional specializations, not mandatory classes. Every player can participate in every core activity. --- # 4. GAMEPLAY LOOP Implement the following complete gameplay loop: 1. Spawn at the player's salvage yard. 2. Check current equipment, available storage, market prices, and contracts. 3. Select tools and containers. 4. Enter the landfill. 5. Explore the terrain and identify promising search locations. 6. Observe garbage piles and incoming delivery trucks. 7. Search piles using the equipped tool. 8. Collect materials and intact objects. 9. Inspect discoveries when necessary. 10. Manage weight, volume, and equipment durability. 11. Decide whether to continue exploring or return to the yard. 12. Sort recovered materials. 13. Repair or dismantle valuable objects. 14. Weigh and sell materials to appropriate buyers. 15. Complete contracts and receive rewards. 16. Purchase equipment, upgrades, and storage. 17. Unlock additional landfill zones. 18. Repeat with better tools, greater knowledge, and more ambitious goals. A typical expedition should take approximately 10–25 minutes, with the option to remain longer when conditions permit. Do not force the player to lose an entire expedition merely because a timer expires. --- # 5. PLAYER CONTROLS Implement responsive first-person controls. Default keyboard and mouse mapping: - W, A, S, D: Move. - Mouse: Look around. - Left Shift: Sprint. - C: Crouch. - E: Interact, inspect, or search. - Hold E: Perform a sustained search when looking at a searchable pile. - F: Toggle flashlight. - Tab: Open inventory. - G: Drop the selected carried item or stack. - 1–4: Select an equipped tool or quick slot. - R: Rotate a placeable object when placement mode is active. - V: Send a cooperative ping. - Escape: Pause menu. All controls must be configurable or implemented through the Input System in a way that permits future rebinding. Support keyboard and mouse as the initial control scheme. Movement must respond to terrain: - Mud reduces movement speed. - Loose debris makes movement slightly less stable. - Heavy carrying reduces acceleration and sprint duration. - Crouching helps navigate low passages and inspect objects. - Slopes and uneven surfaces affect traversal. Do not make ordinary movement frustrating. The player should feel physically grounded without excessive camera shaking. Use subtle head bobbing, landing feedback, footsteps, and movement sounds. Provide settings to reduce camera motion. --- # 6. WORLD AND LEVEL DESIGN Create a large landfill environment that feels substantially larger than the starting play area. Use a scalable terrain and zone system. For the initial prototype, create a traversable blockout approximately 250–400 meters across, with the architecture prepared for later expansion. The environment must contain: - Tall garbage hills. - Depressions and valleys. - Narrow passages between piles. - Exposed layers, as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. 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.
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