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Made with Nano Banana 2 Lite · CC0 · 8 Oct 2026
Generated from: a scene from a small video game about: Build a genuinely playable 3D cozy open-world farming/island life sim (original, inspired by the Dinkum/Stardew/Animal Crossing genre — no copied characters, maps, names, dialogue or art — original island, villagers, crops, mechanics and styling). Prioritize function: every listed interaction must actually work client-side with real input handling and live state — no fake buttons, no decorative-only "press X" text with no effect, no placeholder systems. WORLD — a small but expandable island in clean, cozy stylized 3D (not photorealistic, not childish; soft shapes, warm palette, low-poly-ish with subtle detail; a custom art direction: imagine "warm clay + soft light" rather than mimicking any specific game's look). Features: forested areas, grasslands, a sandy beach along the coast with the sea/ground read, a gentle river flowing into a small pond, rolling hills, rocky/gravelled outcrops, a small village with a few distinguishable little buildings/huts (one is the shop; at least one is the NPC's home) and a fenced dedicated farm area with a clear grid of tillable plots (e.g. 3x4). Add paths (dirt roads) connecting village, farm, river, beach and mines. Add natural scenery/props (bushes, flowers, logs, stones, small waterfalls or rocks) for coziness and to fill space. Keep the island reachable/walkable (water is not walkable except shallow river crossings). Lighting: a working day/night cycle with visibly changing light color and intensity, a sky that changes from day to dusk to night, and visible night lighting inside/around the village so it's still usable at night. PLAYER — third-person character with smooth movement (WASD with acceleration/deceleration, not raw speed), jump (with gravity), sprint (Shift; drains/recovers a small stamina bar), and a freely orbiting mouse camera around the player (drag to orbit, wheel to zoom). Character is a simple original low-poly person (not modeled after any known game character), with basic procedural stance for walking; no cutscenes. HUD: stamina bar, coin count, time-of-day icon or clock, and a context hint that only appears when there is a real working interaction. MUST-WORK INTERACTIONS — each one must respond to a real key/click and visibly change world state and inventory: 1. Chop trees: equip/use axe (F or item-select), press near a tree → tree shakes and falls (or shows progressive chop marks), wood enters inventory. Remove/replace the tree model when felled (log can remain as a prop). 2. Collect wood: either on chop or from a wood pile; wood item has its own icon in inventory. 3. Mine rocks: use pickaxe near rock nodes → rock cracks and produces stone item; node depleted over a few swings or refills later (a simple fixed amount is fine, but it must visibly shrink/crack and yield stone). 4. Till a farm plot: hoe tool; interacting with an empty plot in the farm area changes its tile to tilled/soil and stores its state. 5. Plant a seed: with wood/stored item for a seed (or pick up seed from shop) in inventory, interact with a tilled plot → a sprout appears. 6. Water a crop: watering can; interaction changes sprout growth and/or wet-look so it visibly differs until morning (simple but visible feedback). 7. Harvest a grown crop: when the plant has grown through its visible stages (sprout→bud→ready with a clear full-size plant), interaction removes the plant, restores the plot to tilled, and adds the crop item to inventory. 8. Inventory: a real clickable/equippable inventory (I or Tab panel) with slots, item counts, categories (tools, materials, crops, seeds, food) and item-select to activate/use. Everything gathered or bought must appear there with correct icon and count; nothing is lost if you re-open it. NPC + ECONOMY — one original named village NPC (with an original character look, not a copy of any known character): - Simple movement: a, 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
Ecrin sena kalkan
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