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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: You are an expert Godot 4 game developer specializing in GDScript. Build Phase 1 of a polished top-down 2D helicopter zombie roguelike defense game. Create a fully playable project, not a design document or pseudocode. CORE FEATURES: 1. Helicopter movement with responsive acceleration, deceleration, and smooth directional control using WASD or arrow keys. 2. Aim the helicopter weapon toward the mouse cursor. Make the helicopter body and weapon orientation visually readable. 3. Hold left mouse button to fire a machine gun with muzzle flashes, projectiles or tracers, firing sounds where available, and adjustable fire rate and damage. 4. Implement an overheat system: sustained firing increases heat, releasing fire cools it, and reaching maximum heat temporarily disables firing. Display heat with a clear, animated HUD bar that changes appearance near overheating. 5. Add a health indicator, ammunition-free machine-gun feedback, and a readable pause menu. 6. Create an attractive military test arena with a base, ground details, obstacles, and clear visual separation between the helicopter and environment. Use procedural shapes or generated placeholder art if assets are unavailable. 7. Add hit feedback against test targets, configurable keyboard controls, and basic audio hooks. TECHNICAL REQUIREMENTS: - Target Godot 4.x and valid GDScript syntax. Do not use Godot 3 APIs. - Build a complete runnable scene hierarchy, scripts, input actions, UI, and project setup. Explain exact file paths and how to run the game. - Use clean, modular scripts, exported tuning variables, signals where appropriate, and safe node references. - No pseudocode, omitted functions, fake buttons, or unexplained missing assets. Avoid external dependencies. - Handle mouse aiming, movement, firing, and UI reliably at different window sizes. - Test for likely runtime errors and fix them before finishing. Deliver a playable Phase 1 prototype. Summarize the created files, controls, and any remaining limitations. Preserve a clean project structure for future phases. Do not implement later-phase systems yet., as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. 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.
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칸원
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