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Made with Nano Banana 2 Lite ยท CC0 ยท 9 Oct 2026
Generated from: a scene from a small video game about: Create a playable 3D horse ranch simulation prototype for a future commercial Windows PC game intended for Steam. VISUAL STYLE - Classic life and management simulation game aesthetics. - Lightly stylized 3D, appealing natural colors, soft lighting and readable shapes. - Not photorealistic, not cartoonishly exaggerated, and not low-poly to the point of looking primitive. - A modest but detailed ranch with a stable, fences, grassy paddocks, trees, paths and one visible horse. - Use third-person gameplay visuals with an optional first-person camera. PLAYER CONTROLS - WASD movement and mouse camera control. - Sprinting, gravity and basic collision detection. - Toggle between first-person and third-person views with V. - Display a small control guide on screen. - Keep camera movement smooth and prevent it from clipping through the ground or major objects. HORSE INTERACTION - The player can approach the horse and see an interaction prompt. - Press E to mount or dismount. - For this first phase, implement a basic, controllable mounted movement prototype. - Support walking, trotting and galloping at different speeds. - Allow camera switching while mounted. - Keep horse movement separate from player movement and make the controls easy to extend. WORLD STRUCTURE - Build a small ranch environment with clear paths and usable open space. - Organize the project into reusable modules for player controls, camera, horse movement, interaction and world setup. - Keep the architecture ready for separate ranch, racecourse and auction scenes later. - Do not attempt to build all future systems yet. TECHNICAL REQUIREMENTS - Use a clean, maintainable TypeScript and Three.js structure if supported by the environment. - Avoid putting the entire game in one large file. - Use placeholder assets when necessary rather than blocking progress on complex models. - Make sure the game runs before adding optional features. - Fix runtime errors and broken controls before finishing. - Include a short README explaining controls, project structure and how to run or export the game. DEFINITION OF DONE The player can explore the ranch, switch between first-person and third-person cameras, approach a horse, mount it, ride around the paddock, switch camera views while riding and dismount without breaking the game. Prioritize a working playable prototype over decorative features., 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
Basak C
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