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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 game developer. Build a first-person 3D survival game called "ANCIENT", inspired by Rust, as a single self-contained HTML file using Three.js (load it from cdnjs, pinned version). No build tools, no external assets: all models are made from simple primitives, all UI is HTML/CSS. === GOAL === A playable survival prototype on a small island: move around, gather resources, manage hunger, thirst and health, use a 30-slot inventory, and craft items. Mood: wild nature, ancient, quiet and slightly dangerous. Minimal UI, no tutorials or popups except short hints near the crosshair. === WORLD === - One small island (about 80x80 m) surrounded by water. The player cannot walk into deep water. - Terrain with a sandy beach, grassy hills and a few rocky areas. Low-poly flat-shaded style, soft fog, dusky natural light. - Day/night cycle (about 10 real minutes per full day). Nights are dark; a torch is the main light source. - Objects in the world: * Trees (about 40): hit with a stone to get wood. A tree has 5 hits, then becomes a stump. * Rocks (about 25): hit with a stone to get stone. A rock has 4 hits, then disappears. * Hemp plants (about 20): press E to get cloth. * Berry bushes (about 10): press E to get berries (restore a little hunger). * A freshwater pond or stream: look at it and press E to drink. * Optional: a few passive animals (deer or boars) that can be killed with a spear and give raw meat. === PLAYER STATS === Three bars on the HUD, small and in a corner (no big panels): - Health: max 100. - Hunger (food): max 100, drops about 1 point per 12 seconds. - Thirst (water): max 100, drops about 1 point per 8 seconds. Rules: - If hunger or thirst is above 20, health slowly regenerates (about 1 per 3 seconds) when the other stat is also above 20. - If either hunger or thirst reaches 0, health drains about 1 per second. - Add temperature: at night it gets colder, and the player takes slow damage without a light source or shelter. A held torch or standing near a campfire warms the player. - Optional: stamina for sprinting. - On death: show a simple "You died" screen with a Respawn button. The player respawns on the beach with a stone, empty inventory otherwise, and full stats. Show a short message when a stat gets low ("You are hungry", "You are thirsty", "You are freezing"). === INVENTORY (30 slots) === - 30 slots in a 6x5 grid, opened with Tab. The first 6 slots are the hotbar, always visible at the bottom, selected with keys 1-6 and the mouse wheel. - Slot 1 always starts with a Stone (used as a tool and weapon). - Slot 2 is for the Burning Stick (torch). It is empty at start and filled when the player crafts it. - Items stack (resources up to 100, tools do not stack). Click two slots to swap them. Drag and drop is welcome. - Items: Stone, Wood, Stick, Cloth, Burning Stick, Berries, Raw Meat, Cooked Meat, Water Bottle (optional), Stone Axe, Spear. - Using food items: select the slot and press left mouse button, or right-click the item in the inventory. === GATHERING === - Raycast from the center of the screen, reach about 3.5 m. Show a short hint under the crosshair, for example "LMB - hit with stone: Tree". - Left mouse button swings the held item with a short animation. Hitting a tree or rock gives resources and a small shake animation on the object. - Without a stone in hand, trees and rocks cannot be harvested, and a short message says so. - Resources respawn after several minutes. - Add a simple sound or visual feedback for hits (WebAudio beeps are fine). === CRAFTING === Crafting panel on the right side of the inventory screen (no workbench needed in v0.1): - Stick: 2 Wood -> 1 Stick - Burning Stick (torch): 1 Stick + 1 Cloth -> 1 Burning Stick (goes to slot 2 if free). It emits a flickering orange point light. - Stone Axe: 1 Stick + 2 Stone + 1 Cloth -> faster wood gathering (+50% wood per hit) - Spear: 2 Stick + 1 Stone -> weapon for hunting - Campfire: 5 Wood + 2 Stone -> placeable object. It gives light and warmth and cooks raw meat if the player interacts with it while holding meat. Craft buttons are disabled when ingredients are missing and show required ingredients. === CONTROLS === WASD move, Shift sprint, Space jump, mouse look (pointer lock), LMB use/hit, E interact/gather/drink, Tab inventory, 1-6 hotbar, F alternative hit key. Also allow arrow keys to rotate the camera in case pointer lock is blocked. === VISUAL AND AUDIO === - Held items are visible in front of the camera (stone, torch, axe, spear) with swing and slight walking bob. - Water plane with a gentle animation. Fog and soft light. Optional ambient sounds: wind, waves, birds (generated with WebAudio). - UI style: dark semi-transparent panels, warm golden accent color, serif font, small text. === CODE QUALITY === - One file, clean and commented, split into sections (world, player, stats, inventory, crafting, UI, loop). - Keep all numbers (hunger rate, hits per tree, drop amounts, recipes) in one config object at the top so they are easy to change. - Wrap everything so it works without errors on first load. Do not use localStorage. - Run a mental test of every feature before finishing and fix bugs. === FUTURE VERSIONS (do not build now, but keep the code ready for them) === v0.2: building (foundations, walls, door), storage box, sleeping bag respawn. v0.3: furnace, metal ore, metal tools, more animals. v0.4: saving the game, more islands, enemies., 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
Салгал Сайын-Белек
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