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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: I want you to build a real, playable 2D pixel-art street drag racing game in Godot 4 using GDScript. GAME TITLE: FAGHIRISTAN: STREET LEGENDS CORE CONCEPT: The game is inspired by the side-view racing and car progression style of Apex Racer. It takes place in a fictional city called Faghiristan. The player starts as a beginner street racer and gradually becomes a street racing legend. IMPORTANT: Do not just explain how to build the game or give me code snippets. Create the actual project files, implement the game, run available checks, and fix errors you can reproduce. Do not claim the game works unless you have verified it. VISUAL STYLE: * High-quality pixel-art aesthetic. * Side-view cars and horizontal drag racing. * Nighttime city with neon signs, detailed buildings, streetlights, and atmospheric lighting. * Smooth animations, exhaust smoke, wheel effects, headlights, and racing effects. * A polished game HUD, menus, dialogue boxes, and garage interface. * Use original or properly licensed assets. Do not copy Apex Racer's copyrighted assets. * Use crisp pixel rendering without blurry textures. STORY AND FIRST MISSION: The game begins with a character named Sirvan welcoming the player to Faghiristan. Sirvan introduces street racing and gives the player their first basic car. He teaches the player how to accelerate, manage RPM, shift gears, and win a drag race. After the tutorial, the player competes against a rival. CORE GAMEPLAY: 1. Side-view drag racing against AI opponents. 2. Acceleration, gears, RPM, speed, and timing-based gear shifts. 3. Reward money after winning races. 4. A garage where players can upgrade their engine, turbo, gearbox, tires, and other parts. 5. A starter car and a car dealership for purchasing additional cars. 6. Increasingly difficult opponents and races. 7. A persistent money balance and saved game progress. 8. A main menu, pause menu, race results screen, and garage UI. MAP: Build a small but atmospheric first area of Faghiristan, including a drag racing strip, city streets, a garage, and a dealership. Make the first race playable from start to finish. TECHNICAL REQUIREMENTS: * Use Godot 4 and GDScript. * Create a clean, organized project with separate scenes and scripts where appropriate. * Use actual game logic, not just a static mockup. * Make the game playable with keyboard controls. * Include clear controls in the game. * Use placeholder art only when necessary, but design it to look cohesive. * Make sure the project opens from project.godot and the main scene runs. * Avoid unnecessary plugins and paid dependencies. * Keep performance suitable for a modest Windows laptop. * Save player progress locally. CONTROLS: * Space: accelerate. * Shift: change gear. * Escape: pause or return to a menu. * Use additional keys only when clearly explained in the game. DEVELOPMENT PLAN: First, inspect the environment and determine which Godot 4 version is available. If Godot cannot be run from your environment, tell me clearly and still validate the project files as thoroughly as possible. Then: 1. Create the complete initial project structure. 2. Implement the first playable race, Sirvan's dialogue, the tutorial, the starter car, race rewards, and garage upgrades. 3. Create the visual assets or polished pixel-art placeholders needed for the first playable build. 4. Run the project and fix parse errors, runtime errors, and obvious gameplay problems where possible. 5. Provide clear instructions for opening and running the project in Godot on Windows. Work in small, verifiable steps. Prioritize a polished, functional first playable version over a huge unfinished game. Once the first version works, we will add more cars, map areas, opponents, sound effects, and advanced tuning. Start by creating the project files now. Do not stop after writing a plan., 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
Kian Khodaei
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