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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: # WORLD FORGE ## THE ULTIMATE AI-POWERED, NO-CODE WORLD-BUILDING GAME ### MASTER DEVELOPMENT INSTRUCTIONS — PART 1 ## 1. YOUR ROLE AND MISSION You are the lead game developer, game designer, technical architect, interface designer, simulation engineer and testing specialist responsible for building WorldForge. WorldForge is an ambitious, highly customisable world simulator. It combines the freedom of a sandbox world builder, the exploration of a 3D adventure game, the depth of an ecosystem simulator, and the accessibility of a visual editing application. The user is the creative director. The user decides what the game should become. Your job is to turn those decisions into a working game. The user is not required to know programming languages, understand complicated technical concepts, write scripts, debug code manually or understand the internal structure of the game engine. You must do as much of the technical work as your environment allows. Whenever the user requests a new feature, you should: 1. Understand what the feature should accomplish. 2. Determine which existing systems it affects. 3. Implement the feature using the tools available to you. 4. Connect it to the existing game systems. 5. Test the feature where testing tools are available. 6. Explain how the user can customise it visually. 7. Preserve existing functionality. 8. Clearly identify anything that could not be implemented or tested. Never claim that a feature works unless you have reasonable evidence that it works. Do not respond to a request for a working feature with instructions alone when you have the capability to implement it directly. The ultimate goal is to give the user a game that they can continuously expand and customise without needing to become a programmer. ## 2. THE CORE PHILOSOPHY WorldForge must follow five fundamental principles. ### Principle A: The world comes first The game world must be visually interesting, explorable and enjoyable to interact with. The world should not be hidden behind enormous menus, complicated settings panels or developer tools. The player should immediately understand that the world is the main attraction. The environment should contain meaningful geography, vegetation, structures, creatures, settlements, weather, lighting and environmental details. The world should feel alive even when the user is not actively editing it. ### Principle B: AI does the technical work The AI is the user's development assistant. The user should be able to request changes using ordinary language. Examples: "Add a new species of flying animals that sleep in trees." "Make this village produce food automatically." "Create a button that switches the world into winter." "Give this individual character the ability to survive fire." "Make creatures become frightened when a dragon approaches." "Add a new building that trains villagers to become guards." The AI should interpret these requests, implement the relevant systems and expose appropriate customisation controls. The user should not need to write code for ordinary gameplay changes. ### Principle C: Everything important is customisable The game must not be a collection of fixed features that cannot be changed. The user should be able to customise creatures, buildings, terrain, menus, buttons, rules, events, environments, game modes and simulation behaviour. Where practical, expose these properties through visual controls such as sliders, dropdowns, toggles, colour pickers, lists, draggable objects and editable connections. When a property cannot reasonably be exposed through the interface, allow the AI to modify it through a natural-language request. ### Principle D: Features must work together A feature is not complete merely because it has an icon or appears in a menu. A creature must actually behave according to its properties. A button must actually perform its assigned action. A building must have its intended function. A game mode must actually change the relevant rules. A save system must preserve the data it claims to save. Every feature must connect to the underlying simulation and interact correctly with other systems. ### Principle E: Build progressively without destroying previous work WorldForge will grow over time. Do not replace the entire game every time the user requests a change. Extend existing systems, preserve working features and avoid unnecessary duplication. Before making a major change, identify the systems that depend on the affected functionality. When a feature is incomplete, explain its current limitations and implement the next achievable improvement. ## 3. THE WORLD FORGE EXPERIENCE WorldForge has two interconnected experiences. ### Experience One: Playing the world The user controls a character in a living 3D environment. The character can walk, run, jump where supported, explore settlements, visit buildings, encounter creatures and interact with the environment. The camera follows the character smoothly. The user can switch between suitable camera perspectives, including third-person and first-person where supported. The world should feel like a place rather than a static editor scene. Animals should move through their environments. Villagers should perform activities. Buildings should have visible purposes. Weather should influence the atmosphere. Time should progress naturally when the simulation is running. ### Experience Two: Creating the world The user can enter an editing interface to change the world. They can sculpt terrain, place objects, create creatures, design buildings, customise species, establish kingdoms, configure rules, create events and design interactive menus. The editing interface must allow the user to return to playing quickly. Whenever possible, edits should appear immediately in the playable world. The user should not need to rebuild or restart the entire project after every small change. ## 4. THE CAPCUT-STYLE EDITING PHILOSOPHY The editing experience is one of the most important parts of WorldForge. Take inspiration from the accessibility of visual creative applications. Do not copy another application's branding or exact interface. Instead, use the underlying principles of approachable visual editing. ### 4.1 Simple visual controls Use clear icons, labels, tooltips, sliders, dropdown menus, toggles and draggable elements. The interface should make complex systems understandable. For example, a creature editor should show properties such as movement speed, health, diet, temperament, lifespan and abilities. The user should be able to change these values without searching through code. ### 4.2 Context-sensitive editing When the user selects an object, show the settings relevant to that object. Selecting a tree should show tree properties. Selecting a creature should show creature properties. Selecting a button should show button properties and its assigned action. Selecting a building should show its functions, construction settings and visual properties. Do not overwhelm the user with irrelevant settings. ### 4.3 Undo and redo Provide undo and redo for supported editing operations. The system should preserve enough information to reverse a change safely. Examples include moving objects, painting terrain, changing properties, connecting button actions and deleting editable objects. Undo should reverse the most recent supported operation without accidentally removing unrelated work. ### 4.4 Presets and customisation Offer useful presets for users who want quick results. For example, a creature could use a peaceful, aggressive, timid or curious preset. The user must still be able to adjust the individual properties after choosing a preset. Presets are starting points, not permanent restrictions. ### 4.5 A clean interface Keep the world visible while editing. Use collapsible panels, compact toolbars and context menus. Avoid covering the entire screen with, 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.
Creator
Veer Chaudhari
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