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Made with Nano Banana 2 Lite · CC0 · 8 Oct 2026
Generated from: a scene from a small video game about: # CREATE AN ULTIMATE 3D RIVALS-STYLE FPS GAME Create a fully playable, modern, high-quality, browser-based 3D first-person shooter game inspired by the fast-paced gameplay of Roblox RIVALS, but with original character designs, weapons, maps and visual assets. **IMPORTANT: DO NOT CREATE A 2D GAME. DO NOT CREATE A SIMPLE CUBE-BASED DEMO. CREATE AN ACTUAL PLAYABLE 3D FPS GAME WITH HUMANOID CHARACTERS, REAL WEAPONS, FUNCTIONAL SHOOTING, MOVEMENT, BOTS, MAPS AND A COMPLETE USER INTERFACE.** The game should feel fast, smooth, competitive, polished and exciting. Prioritize working gameplay over decorative features. ## 1. GAME ENGINE AND VISUAL QUALITY - Build a browser-playable 3D FPS game. - Use WebGL or an appropriate browser-supported 3D renderer. - Implement smooth first-person camera movement. - Add realistic lighting, shadows, reflections and detailed textures where possible. - Target 60 FPS on typical gaming computers. - Include graphics quality settings: Low, Medium, High and Ultra. - Add an attractive start menu and loading screen. - Use a modern visual style with slightly stylized but believable environments. - Never substitute flat images for the entire 3D world. - Use proper 3D collision detection. - Optimize the game for Chrome, Edge and Firefox. - Include a training mode that works without a server. ## 2. CHARACTER SYSTEM Create original, believable 3D human characters with: - Proper head, neck, torso, arms, hands, legs and feet. - Detailed clothing, shoes, gloves and tactical equipment. - Correct human proportions. - Smooth walking animations. - Running and sprinting animations. - Jumping animations. - Landing animations. - Crouching animations. - Sliding animations. - Weapon holding animations. - Shooting animations. - Reloading animations. - Taking damage reactions. - Death and respawn animations. - Smooth transitions between all movements. The player's first-person view must show animated hands and the equipped weapon. Enemy characters must also appear as complete humanoid models rather than blocks or cubes. ## 3. MOVEMENT CONTROLS Implement the following PC controls: - W — Move forward. - A — Move left. - S — Move backward. - D — Move right. - Mouse — Look around. - Left mouse button — Shoot. - Right mouse button — Aim down sights. - Space — Jump. - Shift — Sprint. - C — Crouch. - Ctrl — Slide while moving. - R — Reload. - E — Interact. - F — Melee attack. - G — Throw grenade. - Q — Special ability. - 1 — Primary weapon. - 2 — Secondary weapon. - 3 — Melee weapon. - 4 — Utility. - Tab — Scoreboard. - Esc — Pause menu. **Sliding rules are extremely important:** If the player presses Slide while standing still, the character should crouch. If the player presses Slide while moving or sprinting, the character should perform a smooth forward slide. Sliding must include momentum, animation, proper collision detection and a short cooldown. Allow shooting and aiming while sliding. Add optional bunny hopping, air strafing and smooth movement acceleration. ## 4. COMPLETE WEAPON SYSTEM Create a full weapon selection menu with the following weapon categories. ### Primary weapons 1. Sniper Rifle — Very high damage, long-range scope, bolt-action animation. 2. Assault Rifle — Automatic firing, balanced damage and recoil. 3. Burst Rifle — Fires controlled three-round bursts. 4. Gunblade — Futuristic weapon combining shooting and melee attacks. 5. Bow — Hold to charge, then release arrows. 6. Shotgun — Multiple pellets with close-range damage. 7. Precision Rifle — Accurate semi-automatic rifle. 8. Distortion Gun — Futuristic projectile-based weapon. 9. Energy Rifle — Sci-fi energy projectiles and glowing effects. 10. Paintball Gun — Fast colorful projectiles. 11. Crossbow — Powerful arrows with distinctive reload animation. 12. Wildcard — Experimental weapon with a unique attack. 13. RPG — Slow explosive rockets. 14. Grenade Launcher — Arcing explosive projectiles. 15. Flamethrower — Short-range flame particles and continuous damage. 16. SMG — Very fast fire rate and high mobility. 17. Light Machine Gun — Large magazine and sustained automatic fire. 18. Railgun — Charged precision energy shot. 19. Laser Rifle — Bright futuristic laser effects. 20. Minigun — Spin-up barrels and high fire rate. ### Secondary weapons - Standard Pistol. - Revolver. - Dual Pistols. - Silenced Pistol. - Hand Cannon. - Machine Pistol. - Compact Energy Pistol. ### Melee weapons - Combat Knife. - Katana. - Baseball Bat. - Tactical Axe. - Energy Sword. - Boxing Gloves. - Hammer. - Scythe. ### Utilities - Frag Grenade. - Smoke Grenade. - Flash Grenade. - Sticky Grenade. - Healing Kit. - Jump Pad. - Temporary Shield. - Grappling Hook. Every weapon must have its own damage values, fire rate, magazine capacity, reload time, recoil, range and projectile or hitscan behavior. Weapons must visually appear in the player's hands and must actually fire when the player clicks. ## 5. AIMING AND SHOOTING Implement a complete aiming and shooting system. - Smooth ADS camera zoom. - Real-time dynamic crosshair. - Crosshair expansion when moving and firing. - Recoil and camera shake. - Bullet trails. - Muzzle flashes. - Weapon sound effects. - Impact particles. - Hit markers. - Damage numbers. - Headshot detection. - Damage falloff where appropriate. - Ammunition display. - Reload animations. - Empty magazine sound. - Weapon switching animations. - A kill confirmation sound. Different materials should produce different impact effects. For example, hitting metal should produce sparks, hitting concrete should produce dust and hitting glass should produce a breaking effect. All bullets, arrows, rockets and other projectiles must interact correctly with the 3D world. ## 6. GAME MODES Create the following game modes: **1v1 Duel** Two players compete in a small arena. The first player to win five rounds wins the match. **2v2 Team Battle** Two teams of two players compete across multiple rounds. **3v3 Team Battle** Two teams of three players fight in tactical matches. **5v5 Team Deathmatch** Two teams compete to reach the target number of eliminations. **Free For All** Every player competes individually. **Sniper Only** All players use sniper rifles. **Gun Game** Players receive a new weapon after each elimination. **Training Mode** A single player can practice against AI bots, moving targets and stationary targets. Training Mode must be available immediately, even when online multiplayer is not supported. ## 7. MAPS AND ENVIRONMENTS Create several detailed original 3D maps. ### Map 1 — Neon City A modern city at night with neon advertisements, skyscrapers, roads, alleyways, rooftops, parked cars and glowing lights. ### Map 2 — Desert Arena A competitive desert map with sandstone buildings, tunnels, elevated positions, cover and multiple attack routes. ### Map 3 — Military Base A modern military training facility with hangars, warehouses, obstacles, towers and underground passages. ### Map 4 — Cyber Arena A futuristic indoor battle arena with glowing panels, futuristic architecture and dynamic lighting. ### Map 5 — Abandoned Factory An industrial environment with pipes, metal platforms, shipping containers, machinery and narrow corridors. ### Map 6 — Snow Fortress A winter environment with snow-covered buildings, icy surfaces, watchtowers and mountain scenery. Every map must include: - Multiple spawn points. - Safe and balanced spawning. - Functional walls and floors. - Realistic collision. - Cover objects. - Different routes. - Vertical gameplay. - Good visibility. - Proper lighting. - Optimized 3D geometry. ## 8. AI ENEMIES Create intelligent enemy bots. Bots must be able to: - Walk, run and jump. - Navigate around obstacles. - Detect players. - Aim and shoot accurately. - Reload weapons. - Chase enemies. - Take cover. - Retreat when health is low. - Switch weapons. - React to incoming damage. - Respawn after elimination. - Wor, 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
musa musayev
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