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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: ROBLOX HORROR GAME — MASTER GAME SPECIFICATION NORTHVALE / CHAPTER 1 IMPORTANT: Treat everything below as the source of truth for this Roblox horror project. Do NOT redesign the game. Do NOT simplify it into a basic Roblox horror game. Do NOT turn it into an obby, maze, wave survival game, generic chase game, or random jumpscare simulator. Do NOT create Chapter 2. Do NOT add lore, floors, monsters, characters, story twists, powers, or mechanics that are not defined here. Do NOT replace existing working systems with duplicate systems. Inspect the existing Roblox project BEFORE creating or modifying anything. The goal is a high-quality, realistic, story-driven Roblox horror experience that feels like a serious standalone horror game rather than a typical blocky Roblox prototype. ================================================== 1. CORE GAME IDENTITY ================================================== Genre: - Story-driven horror. - Chapter-based. - Psychological/social horror combined with a physical monster. - Medium-realistic visual direction. - Exploration, interaction, tension, deception, environmental storytelling, physical danger and intelligent monster behavior. - NOT pure survival. - NOT constant chasing. - NOT constant jumpscares. Chapter 1 should last approximately 45–60 minutes when properly paced. The game should have fixed important story destinations, but moment-to-moment events should be able to adapt live. The player should feel that they are physically existing inside the world. Things should happen because something physically caused them to happen. Do not fake major events with unexplained teleporting. The player should perform actions themselves rather than watching the game do everything for them. The horror should become more intelligent and disturbing over time rather than simply becoming louder. ================================================== 2. CORE DESIGN PHILOSOPHY ================================================== Use this hierarchy: STORY DIRECTOR Controls the major Chapter 1 progression and prevents the story from breaking. LIVE / AI DIRECTOR Controls dynamic tension, environmental events, pacing and variation without violating the fixed story. MONSTER BRAIN Controls the monster's tactical decisions based only on information the monster legitimately knows. ROBLOX SERVER Has final authority over movement validation, damage/downed states, interactions, progression and game state. The AI systems must NEVER directly bypass server authority. The game should feel dynamic and live, but never random or physically impossible. The AI Director may vary: - timing, - sounds, - sightings, - tension, - routes, - environmental pressure, - monster pressure, - dialogue reactions, - optional scares. It may NOT rewrite the important Chapter 1 story. ================================================== 3. COMPLETE CHAPTER 1 FLOW ================================================== The expected overall playable flow is: LOBBY → HOUSE → PREPARATION / HIDDEN TUTORIAL → VEHICLE / TAXI / TRAVEL SYSTEM → WEATHER BECOMES WORSE → ROAD JOURNEY → PHYSICAL FALLEN TREE → BLOCKED MAIN ROUTE → FLOODED OR UNUSABLE ALTERNATE ROUTE → GAS STATION CHOICE / STOP → CONTINUE TOWARD NORTHVALE → ARRIVE AT NORTHVALE HOTEL → MEET MARA → MEET / LEARN ABOUT LEON → HOTEL EXPLORATION → POWER PROBLEM → KEYS / ACCESS / FUSE / POWER / GENERATOR-STYLE OBJECTIVES → SERVICE AREAS → MAINTENANCE ROUTES → FIRST RESTRAINED MONSTER ACTIVITY → STALKING / OBSERVATION → VOICE AND BEHAVIOR LEARNING → SOCIAL DECEPTION → PLAYERS BEING PRESSURED APART → IMITATION → ADVANCED MONSTER BEHAVIOR → DUPLICATE-PLAYER CLIMAX → AFTERMATH / OPTIONAL CAMERA-TIMESTAMP REVEAL → CHAPTER 1 ENDING Do not create Chapter 2. ================================================== 4. HOUSE / BEGINNING ================================================== Players begin in a believable house environment. The tutorial should be hidden inside normal actions. Avoid tutorial popups saying things like: "Press E to interact" unless absolutely necessary. Instead teach mechanics through tasks such as: - picking things up, - carrying objects, - opening doors, - loading required objects, - interacting with the environment, - preparing to leave. Physics and interaction should teach the player naturally. The start should feel like the beginning of a story, not a tutorial room. The player should have agency. ================================================== 5. SOLO AND MULTIPLAYER ================================================== The game MUST be playable with ONE player. Never require two players for the game to begin. It should also support multiplayer/co-op. Multiplayer should make the monster more interesting because it can: - observe group behavior, - identify which players stay together, - identify who separates, - learn voices, - imitate someone, - create distrust, - isolate a target. Do not design mechanics that permanently break when only one player is present. Any multiplayer-dependent horror mechanic needs a believable solo fallback. ================================================== 6. VEHICLE / TAXI / TRAVEL ================================================== The travel segment must be interactive. Do NOT turn travel into a passive cutscene. The project currently includes taxi/travel systems and profile/adaptive dialogue systems. The taxi/vehicle should be properly scaled to Roblox characters. It must not be tiny. The vehicle must: - physically exist, - obey collisions, - stay on the road, - not drive through trees, - not drive through buildings, - not drive through giant holes, - not pass through solid scenery. The current test project includes systems such as: - TaxiService - TaxiController - TaxiProfileService / profile-like behavior - session profiling - adaptive dialogue A taxi driver may exist in the test/travel implementation. The taxi driver should use REAL VOICE AUDIO rather than being a silent text NPC. The driver can: - make small talk, - react to player answers, - adapt later dialogue based on earlier answers. The conversation should feel natural and not like a questionnaire. Do not require voice chat from the player. ================================================== 7. LIVE WORLD / ROAD SYSTEM ================================================== Parts of the road/world may be generated or adapted live. Current adaptive world concepts include: - AdaptiveWorldService - live chunk generation - behavior-driven adaptation - session profile influence Previously tested road chunk concepts include: - OPEN road sections, - FOREST sections, - additional OPEN sections. Live generation MUST obey strict world-quality rules. NEVER generate: - trees inside the road, - floating buildings, - floating gas stations, - floating props, - roads disconnected by impossible gaps, - huge holes directly under required routes, - props halfway inside each other, - buildings the player cannot enter when they are meant to be usable, - geometry the vehicle simply clips through. Generated content must be: - grounded, - correctly scaled, - collision-safe, - traversable, - logically placed. The world generator should validate generated sections before allowing players to reach them. ================================================== 8. STORM ================================================== The weather begins believable and becomes increasingly dangerous. The storm should escalate naturally through: - rain, - wind, - lighting changes, - sound, - visibility, - environmental movement. Do not suddenly switch the environment without transition. The storm is part of the story and should affect the journey. ================================================== 9. FALLEN TREE EVENT ================================================== A tree physically falls across the road. The tree must actually: - exist before falling or have a believable physical source, - fall into place, - block, 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
Josias Rydh
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