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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: Create a 3D sword fighting game in Godot 4 called "Shadow Blades." GAME TYPE: 1v1 melee combat, SINGLE-PLAYER ONLY for now. Multiplayer comes in Stage 2. TARGET PLATFORM: Android. Optimize for mobile. Use 1080p max resolution. Enable GLES2 renderer for compatibility. Use vertex lighting, not per-pixel. Disable expensive material features like clearcoat and SSS. CORE COMBAT SYSTEM (follow Godot fighting game patterns): 1. Use a DETERMINISTIC FIXED LOOP at 60fps. Use _physics_process with frame-counter, NOT variable delta time. 2. Attack frame data: - Light Attack: startup 5 frames, active 3 frames, recovery 8 frames, damage 10. - Heavy Attack: startup 12 frames, active 4 frames, recovery 18 frames, damage 25. 3. Use PhysicsDirectSpaceState.intersect_shape() for hit detection, NOT Area2D signals. Area signals have lag and are not frame-perfect. 4. Input Buffer: store last 10 frames of input. Buffer leniently so players can execute combos. 5. Implement invincibility frames (i-frames) after successful hits to prevent multi-hit tick. 6. Damage must pass through a DamageData resource, never direct health -= n. 7. HealthComponent with take_damage() and health_changed signal. CONTROLS (mobile): - Left virtual joystick: movement (8-directional). - Right buttons: Attack (light), Attack (heavy), Block, Dodge. ANIMATION: - Use AnimationMixer with ADVANCE_MANUAL for frame-synced playback. - States: idle, walk, light_attack, heavy_attack, block, hitstun, dodge. - 4-frame minimum, 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.
Creator
atharva university
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