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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: RIVALS — a complete, playable, high-quality 3D competitive FPS (like Rivals). Realistic human characters with smooth procedural-style animation and responsive movement: walk, run, jump (one), landing, crouch, slide (dedicated slide/crouch button — crouches when still, slides with momentum while moving, no slide while still), aiming (dedicated aim button — smooth camera zoom + ADS, weapon follows camera, improved accuracy), and double jump only when using Bow, Crossbow (arrow/bolt weapons), Daggers, or Fists. FULL WEAPON SYSTEM (unique 3D model, sound, muzzle/VFX, damage, and behavior each). PRIMARY (15): Sniper (scoped, high damage, long range), Assault Rifle (full auto), Burst Rifle (3-round bursts), Gunblade, Bow (arrows + double jump), Shotgun (multiple pellets), Perforator (piercing), Distortion (warped/energy shots), Energy Rifle, Paintball Gun (slow/sticky), Crossbow (bolts + double jump), Wildcat, RPG (explosive rockets), Grenade Launcher, Flamethrower (streaming flame). SECONDARY (11): Handgun, Exogun, Energy Pistols, Wrapper, Shorty (small shotgun), Spray, Uzi (fast SMG), Flare Gun (illumination/tracer), Daggers (fast throw, double jump), Slingshot, Revolver. MELEE (10): Knife (fast), Scythe (sweep), Katana (slash), Fists (combat + double jump), Chainsaw (continuous damage), Riot Shield (block/defensive), Maul (heavy, slow), Spear (long reach), Trowel (short, quick), Battle Axe (heavy slash). Each weapon needs its own attack/replace animation and damage values. GAMEPLAY: Multiple maps (build 3–4 distinct arena maps: e.g. a small mid-range courtyard, a big industrial complex, and a vertical multi-level arena), a round-based competitive system (two teams, first to X rounds wins, round timer, score/K/D), a kill feed, health/ammo HUD and crosshair, respawn logic, win/lose screens, and a lobby. ARENA LOBBY + WEAPON SELECTION: A main menu / lobby screen where players see map selection, mode selection, and a full weapon-select screen (browse primary/secondary/melee, preview model, pick loadout). After selecting, go to the arena. MULTIPLAYER: Include a multiplayer mode (real-time networked between players on Summer if available; otherwise build it so it works locally and can be networked). Also include a single-player practice vs AI bots so it is fully playable even offline. QUALITY BAR: Realistic human character (head, arms, hands, legs, feet) that moves like a person, smooth movement feel like modern FPS, working menus (Esc to pause/menu), controllers or on-screen buttons covering slide/crouch, aim, fire, jump, reload, and weapon switch. Deliver an actually working playable build — not a description. Ship it round by round; start with a playable core (movement + 1 map + 3–4 weapons + lobby) then add the rest., 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
musa musayev
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