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Made with Nano Banana 2 Lite · CC0 · 7 Oct 2026
Generated from: a scene from a small video game about: PROJECT: CHOUFLI HAL — EL MOGHAMRAT ROLE Act as a senior game director, gameplay programmer, AI programmer, technical artist, level designer and QA engineer. You are building a complete modular 3D third-person stealth-comedy game. Do NOT create a disposable prototype. Build a clean, extensible game architecture that can progressively grow from one playable vertical slice into a complete game. IMPORTANT: Do not attempt to create the entire game in one generation. Build, test and stabilize the game in phases. The first objective is a polished, playable vertical slice. --- 1. GAME CONCEPT Create a 3D third-person stealth/comedy/exploration game inspired by the atmosphere of a Tunisian sitcom. The player controls a mischievous Tunisian character who must complete absurd missions inside an apartment building and later throughout a neighborhood. Core gameplay: - stealth - exploration - hiding - NPC observation - NPC routines - vision detection - hearing/noise detection - distractions - simple puzzles - object interaction - inventory - missions - checkpoints - short humorous dialogues - chase sequences - mini-games - progression The game should feel like an interactive comedy episode. The gameplay must remain fun even for players who do not know the original television series. IMPORTANT LEGAL/CREATIVE REQUIREMENT: Do not assume that copyrighted characters, names, likenesses, exact locations, dialogue or other protected elements can be commercially used. For the development prototype, use ORIGINAL PLACEHOLDER characters and assets inspired only by the general concept of a Tunisian sitcom. Create the architecture so that characters, names, dialogue, models and environments can later be replaced. Never copy exact copyrighted assets. --- 2. VISUAL STYLE Create: - stylized 3D - semi-realistic cartoon - warm Tunisian atmosphere - expressive faces - exaggerated comedy animations - realistic Tunisian apartment architecture - slightly caricatured proportions - warm interior lighting - detailed but optimized environments Avoid photorealism. Prioritize: GAMEPLAY > INTERACTION > HUMOR > AI > ENVIRONMENT DETAIL > GRAPHICAL FIDELITY The game must run efficiently on mid-range hardware. --- 3. CAMERA Implement a third-person camera. Requirements: - camera behind player - mouse/right-stick camera rotation - camera distance control - camera collision - optional zoom - close camera during interactions - cinematic camera system for short scripted moments The camera must never become stuck inside walls. --- 4. PLAYER Create a fully controllable third-person player character. Capabilities: - walk - run - crouch - stop - turn - interact - open doors - open cabinets - pick up objects - drop objects - hide - enter hiding places - exit hiding places - create distractions - throw selected objects - inspect objects - eat/use certain objects - escape from NPCs Animations should include: - idle - walking - running - crouching - interacting - opening door - picking up object - dropping object - hiding - frightened reaction - looking around - exaggerated panic running Add subtle humorous animation reactions. --- 5. MAIN NPC AI Create a reusable NPC AI framework. NPCs must use a state machine. States: IDLE ROUTINE SUSPICIOUS INVESTIGATING SEARCHING ALERT CHASING LOST_TARGET RETURNING_TO_ROUTINE The AI must be reusable for multiple NPCs. Do NOT hard-code the behavior only for one character. --- 6. NPC ROUTINES NPCs must have daily schedules. Example: 08:00 → apartment 10:00 → work 13:00 → lunch 15:00 → work 18:00 → return home 20:00 → television 23:00 → sleep NPC schedules must be data-driven. The designer should be able to change: - destination - time - activity - dialogue - speed - behavior without rewriting the AI system. --- 7. VISION SYSTEM Create a real vision detection system. NPC vision must consider: - distance - field of view angle - obstacles - walls - doors - player movement - player stance - hiding state NPCs must NEVER see the player through walls. Detection levels: 0 = normal 1 = suspicious 2 = searching 3 = detected/chasing Crouching and remaining still should reduce detection. Running in front of an NPC should dramatically increase detection. --- 8. HEARING / NOISE SYSTEM Create a reusable noise system. Actions generate noise values. Example: slow walking = very low normal walking = low running = medium opening cabinet = low dropping object = high breaking object = very high slamming door = medium/high throwing object = medium/high Noise must propagate through a configurable radius. NPCs inside the radius should investigate. Different objects can have different noise levels. --- 9. HIDING SYSTEM Implement hiding locations. Examples: - behind furniture - under table - inside cabinet - behind curtain - behind door - inside another room - behind environmental objects Hiding should temporarily reduce or completely block visual detection depending on the hiding location. Create a special camouflage mechanic: The player can stand still near certain environmental objects. If the player moves while an NPC is looking: NPC becomes suspicious. If the player remains perfectly still: NPC continues its routine. --- 10. DISTRACTION SYSTEM The player can create distractions. Examples: - throw object - drop object - trigger telephone - open door - activate device - create sound - move an object NPCs should investigate the source. The system must be reusable for future missions. --- 11. INTERACTION SYSTEM Create a universal interaction system. Objects can expose interaction actions: OPEN CLOSE PICK_UP DROP USE INSPECT SEARCH ACTIVATE HIDE CONSUME Display a simple contextual interaction prompt. Example: [ E ] Ouvrir or on mobile: [ TAP ] Ouvrir Make the system extensible. --- 12. INVENTORY Create a lightweight inventory system. Objects can contain: - ID - name - icon - description - category - weight - mission relevance - usable state Initial items: - food - key - document - phone - money - miscellaneous objects --- 13. MISSION SYSTEM Create a modular MissionSystem. Every mission must support: - mission ID - title - description - primary objective - secondary objectives - required items - allowed area - NPCs - dialogue - rewards - failure conditions - success conditions - checkpoint - optional cinematic Mission logic must be data-driven. Do not hard-code each mission separately. --- 14. FIRST VERTICAL SLICE DO NOT BUILD THE ENTIRE GAME YET. Build only this first: MISSION 01: "EL MAKLA" The complete playable loop must be: START ↓ Player begins inside his small studio ↓ Exit studio ↓ Observe corridor ↓ Observe NPC routine ↓ Enter target apartment ↓ Reach kitchen ↓ Open cabinet ↓ Take food ↓ Noise may trigger suspicion ↓ NPC investigates ↓ Player hides ↓ NPC searches ↓ NPC loses target ↓ Player returns to studio ↓ MISSION COMPLETE Failure: NPC detects player ↓ short humorous reaction ↓ chase ↓ player caught ↓ failure screen ↓ restart from checkpoint --- 15. FIRST LEVEL ENVIRONMENT Build only the necessary environment for Mission 01. Include: PLAYER STUDIO CORRIDOR TARGET APARTMENT KITCHEN LIVING ROOM BEDROOM BATHROOM DOORS CABINETS TABLE CHAIRS SOFA TELEVISION REFRIGERATOR DECORATIVE OBJECTS HIDING PLACES All important gameplay objects must be interactive. Do not waste development time creating the entire neighborhood yet. --- 16. MAIN NPC FOR VERTICAL SLICE Create an ORIGINAL placeholder NPC. Temporary name: "THE NEIGHBOR" Behavior: NORMAL → follows routine SUSPICIOUS → hears noise INVESTIGATING → walks toward noise SEARCHING → searches nearby rooms DETECTED → sees player CHASING → follows player LOST → searches for a limited time RETURNING → resumes routine The AI must be reliable rather than visually complex. --- 17. ALERT UI Create a minimal detection indicator. States: GREEN = SAFE YELLOW = SUSPICIOUS ORANGE, 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
EL Herch Ahmed
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