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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Create a cinematic supernatural academy visual novel/RPG called Aveloria Academy. The game should feel like a polished modern visual novel combined with a living academy RPG. It should NOT feel like a simple linear visual novel where the player only clicks predetermined choices. CORE GAMEPLAY The player controls a young woman named Rory Aveloria. The player must have complete control over Rory. The game should NEVER automatically write Rory’s dialogue, thoughts, feelings, decisions, or actions for her. Instead, the player can type freeform actions such as: * “I walk into the library.” * “I sit beside Elias.” * “I ask Kael what he meant.” * “I skip class and go to the courtyard.” * “I look around the room.” * “I leave.” The game should interpret these actions and allow the world and NPCs to respond naturally. Choices may occasionally appear as optional suggestions, but the game should NOT force the player into constant A/B/C/D choices. THE ACADEMY Aveloria Academy is an enormous supernatural university/academy attended by powerful supernatural students from influential families. The academy should feel alive even when Rory is not directly involved in an event. Students should: * attend classes * form friendships and rivalries * gossip * develop relationships * move around campus * have schedules * remember previous interactions * occasionally cause unexpected events Professors should have their own personalities, schedules, relationships, and secrets. The academy should have locations including: * Grand Hall * Library * Dormitories * Classrooms * Magical Training Grounds * Courtyard * Cafeteria * Professor’s Wing * Underground Archives * Royal Wing * Forest * Lake * Student Shops * Ballroom * Hidden supernatural areas The player should be able to freely move between locations. WORLD SYSTEM Create a persistent world-state system. Track things such as: * current day * time of day * Rory’s location * relationships * friendships * rivalries * secrets discovered * classes attended * classes skipped * important events * completed quests * reputation * supernatural abilities * inventory * money * outfits * major story flags NPCs should remember important events rather than resetting every time Rory leaves a room. The world should continue to develop as time passes. VISUAL STYLE Use a polished cinematic supernatural-fantasy visual novel aesthetic. Avoid: * childish cartoon graphics * chibi characters * overly anime-looking designs * cheap-looking AI portraits * constantly changing character appearances Characters should have consistent appearances. Locations should feel atmospheric, luxurious, mysterious, and magical. Use detailed backgrounds, character sprites, expressions, CG scenes, lighting, and environmental effects where appropriate. STORY Rory is 21 years old and has been raised as an ordinary human. She does not initially know that she is secretly part of the royal Aveloria bloodline. Twenty-one years ago, the royal palace was destroyed in a mysterious fire. The truth is that several powerful supernatural houses secretly performed a ritual called the Crownfire. The major houses involved were: * House Draven * House Valerius * House Ravaryn * House Thornvale The true purpose of the ritual and Rory’s connection to it should be revealed gradually through gameplay. Rory eventually discovers that she is the missing heir of the Aveloria royal family. Her biological parents are: King Caelan Avelor A calculating, extremely powerful king who founded Aveloria Academy. Queen Seraphine Avelor A powerful royal fae queen. The royal family and the events surrounding the palace fire should be treated as a major mystery. Do NOT reveal every secret immediately. THE FIVE IMPORTANT MEN Create five major potential romantic characters. They should each have completely different personalities, backgrounds, powers, relationships with Rory, and hidden motivations. The four supernatural heirs are: Kael Powerful, confident, intimidating, charismatic. Lucian Intelligent, controlled, elegant, observant. Darian More emotionally expressive and protective, but still extremely powerful. Cassian Clever, dangerous, teasing, and difficult to read. The fifth is: Elias Veyne A stern, sarcastic, intelligent professor who initially appears unrelated to the royal mystery. Elias is secretly much more important to the story than he appears. The romance should develop naturally through interactions rather than instantly making everyone obsessed with Rory. Characters should be capable of disagreeing with Rory, becoming jealous, hiding information, teasing her, protecting her, misunderstanding her, and making independent decisions. IMPORTANT PLAYER RULE The game must NEVER control Rory’s character. For example, NEVER write: “Rory nervously walks toward Kael and says she is scared.” Instead write: “Kael watches you carefully. ‘You’re avoiding the question,’ he says.” Then allow the player to decide what Rory does. ROMANCE Romance should be a major part of the game. Each major character should have an individual relationship value with Rory. Relationships should change based on actual interactions and choices. Romance should include: * flirting * jealousy * arguments * private conversations * dates * meaningful gifts * protective moments * secrets * emotional scenes * romantic tension * relationship milestones Do not make every interaction romantic. CLASSES Create a real academy curriculum. Possible subjects include: * Supernatural History * Combat * Magic Theory * Spellcasting * Fae Studies * Potioncraft * Magical Creatures * Royal Politics * Defensive Magic * Ancient Languages * Supernatural Law Classes should actually matter. Attending class can teach abilities, reveal lore, introduce characters, trigger events, and affect relationships. Skipping class should also have consequences. GAME STRUCTURE Build the game as a long-running RPG/VN rather than a short demo. The first chapter should introduce: 1. Rory’s ordinary life. 2. Elias finding her. 3. Rory arriving at Aveloria Academy. 4. Her first experience with supernatural society. 5. Meeting important students. 6. Her first classes. 7. Her dormitory. 8. Her first mysterious encounter. 9. Hints that Rory’s identity is not what she believes. 10. The beginning of the royal mystery. Do not resolve the major mysteries in Chapter 1. The game should be designed so additional chapters, locations, characters, quests, romance routes, and lore can be added later without rebuilding the entire game. MOST IMPORTANT DESIGN GOAL Make Aveloria Academy feel like a living supernatural world rather than a slideshow of predetermined scenes. The player should feel like: “I am Rory, and I am actually living at this academy.” The world should react to what I do, remember what happened, and continue changing around me., 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
Hannah Skinner
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